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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Screenshot Saturday!



Been working on a world map for single-zone practice, this is fun so far:


Definitely hard to get a sense of the nodes from footage like that:

dGRC4o8.png

These look absolutely lovely. I'm a sucker for small / diorama-like stage icons!
 

Rogue Agent

Member
Oct 25, 2017
2,530
For someone relatively new to programming and game development, would something like GameMaker Studio 2 be suitable for a 2D top-down RPG for Steam, and for later porting
to other platforms? Being compatible with Spine would be nice too.

If GameMaker Studio 2 is suitable, should I buy the Desktop version or the UWP version?
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
For someone relatively new to programming and game development, would something like GameMaker Studio 2 be suitable for a 2D top-down RPG for Steam, and for later porting
to other platforms? Being compatible with Spine would be nice too.

If GameMaker Studio 2 is suitable, should I buy the Desktop version or the UWP version?

I'm not expert with either, but if you're doing a top-down RPG, it would seem that RPG Maker would be the logical choice rather than GameMaker. But let's see what people here who actually have experience with both think about it.
 

Rogue Agent

Member
Oct 25, 2017
2,530
I'm not expert with either, but if you're doing a top-down RPG, it would seem that RPG Maker would be the logical choice rather than GameMaker. But let's see what people here who actually have experience with both think about it.
I see. I already purchased RPG Maker MV a long time ago, but I'm not feeling it for some reason. However, if that engine is highly recommended for multiple platforms and Spine, then I'll definitely go back to that.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I see. I already purchased RPG Maker MV a long time ago, but I'm not feeling it for some reason. However, if that engine is highly recommended for multiple platforms and Spine, then I'll definitely go back to that.

If Spine compatibility and multiplatform support is a concern, perhaps Unity would be a good choice as well? With the bonus that the personal edition is entirely free.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Wow, so even Unity is an option. I wonder if it's just a matter of preference. Cost isn't much an issue, though.

The good thing about Unity being free is that you can give it a shot and see if it does it for you. You can also build games for every platform under the Sun. Is your game pixel art or more high-res sprites?

Also feel free to check my post about getting into Unity:
https://www.resetera.com/posts/5908836/
 

Rogue Agent

Member
Oct 25, 2017
2,530
The good thing about Unity being free is that you can give it a shot and see if it does it for you. You can also build games for every platform under the Sun. Is your game pixel art or more high-res sprites?
Thank you, and thanks for your post on those online courses. They have so much variety.

I am thinking of going for more high-res sprites.
 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,059
latest


I 200% recommend this set of online courses by the University of Michigan (particularly courses 1 and 4): the teacher is amazing and they are ridiculously complete, easy to follow, and comprehensive; they also start from one hundred percent entry level:
https://www.coursera.org/specializations/game-development

Their business model seems to have changed from when I enrolled; you now get a 7-day free trial period, and then you have to pay 50€ a month. They're so good I'm inclined to say they're entirely worth it, but I understand most of us are already on shoestring budgets, so believe you can download all the videos and lessons during that 7-day period, then cancel your subscription and follow the courses at your leisure (you won't get the course certificate, but hey).

In any case, during the first course you will make three games; a solar system representation and two simpler 3D games. From there I recommend skipping courses 2 and 3 (they aren't Unity-related but on less interesting topics, and their teacher isn't as engaging) and jumping directly onto course 4, where you'll create a single, more elaborate 2D platformer.

I mean, take a look at this, it's the syllabus for the first course alone:



Edit: Changed the post to reflect their current business model.

Thank you so much for this post!!! By any chance are there any courses on this site for creating 3D models, either with 3Ds Max or anything similar? Looking for help with creating armor and/or clothes that can be equipped on a model that has already been made. Having trouble finding anything online that isnt Fallout 4/Skyrim tutorials lol.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thank you, and thanks for your post on those online courses. They have so much variety.

I am thinking of going for more high-res sprites.

In that case I would definitely recommend Unity. The one thing I've had to struggle with Unity is making pixel perfect art (e.g. aligning pixels to not betray the retro look) which are things that Game Maker and RPG Maker, if I'm not mistake, do by default. If you are thinking of a less retro, more hi-res look, I think Unity would be the way to go.

Again, most of my experience is with Unity, so perhaps you should wait until someone with a more balanced experience between all of these posts their thoughts.
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
There're very few reasons for not going with Unity for most projects in my opinion. Even Unreal 4 has 2D games support these days.

Vic_Viper : I've bought a Blender course on udemy.com, their courses are great, and are usually on like 80-95% sale. I have around 10 different game dev courses from there and haven't spent more than 10 dollars on each. Each course is yours to keep forever. The blender course has over 50 hours of video tutorials suitable for a complete beginner.
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
For someone relatively new to programming and game development, would something like GameMaker Studio 2 be suitable for a 2D top-down RPG for Steam, and for later porting
to other platforms? Being compatible with Spine would be nice too.

If GameMaker Studio 2 is suitable, should I buy the Desktop version or the UWP version?
If you're looking to use Spine you should probably pass on GameMaker. There is some support but only for an older version as it hasn't been kept up-to-date. Esoteric software maintains official runtimes for many engines themselves, so picking one of the those engines is going to be your best bet.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Thank you so much for this post!!! By any chance are there any courses on this site for creating 3D models, either with 3Ds Max or anything similar? Looking for help with creating armor and/or clothes that can be equipped on a model that has already been made. Having trouble finding anything online that isnt Fallout 4/Skyrim tutorials lol.

Honestly, I'd suggest seeing how you do with Blender before dropping the money on something like Max or Maya. I've messed with those a bit but ultimately found that Blender does everything I need without the expense. I found this tutorial series followed by the one by the same guy about creating an anvil to be hugely helpful.
 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,059
There're very few reasons for not going with Unity for most projects in my opinion. Even Unreal 4 has 2D games support these days.

Vic_Viper : I've bought a Blender course on udemy.com, their courses are great, and are usually on like 80-95% sale. I have around 10 different game dev courses from there and haven't spent more than 10 dollars on each. Each course is yours to keep forever. The blender course has over 50 hours of video tutorials suitable for a complete beginner.

Ok awesome, thank you. Ill check those out when I get home from work!

Honestly, I'd suggest seeing how you do with Blender before dropping the money on something like Max or Maya. I've messed with those a bit but ultimately found that Blender does everything I need without the expense. I found this tutorial series followed by the one by the same guy about creating an anvil to be hugely helpful.

Well I went with 3Ds Max since I had a bit of experience with it and its free for 3 years with a student account, along with Maya.
 

Rogue Agent

Member
Oct 25, 2017
2,530
In that case I would definitely recommend Unity. The one thing I've had to struggle with Unity is making pixel perfect art (e.g. aligning pixels to not betray the retro look) which are things that Game Maker and RPG Maker, if I'm not mistake, do by default. If you are thinking of a less retro, more hi-res look, I think Unity would be the way to go.

Again, most of my experience is with Unity, so perhaps you should wait until someone with a more balanced experience between all of these posts their thoughts.

There're very few reasons for not going with Unity for most projects in my opinion. Even Unreal 4 has 2D games support these days.

If you're looking to use Spine you should probably pass on GameMaker. There is some support but only for an older version as it hasn't been kept up-to-date. Esoteric software maintains official runtimes for many engines themselves, so picking one of the those engines is going to be your best bet.
Looks like Unity seems to be the best path for me. I intend to stick with it and not just try it, so I assume I should purchase the Plus version since the Pro version seems to be overkill for a beginner?

Thank you all for your advice. I really appreciate it.
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
I forgot to mention it in my earlier post, but there is Spine support under active development for PixiJS, which is the javascript framework RPG Maker MV uses. And thus support for RPG Maker MV if you're willing to do a little (and it does seem to be a small amount) of work.

Also, when using Spine be careful to match the version against the runtime you're using. Even the official runtimes can sometimes take a bit of time to update after a new version of Spine comes out.
 
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Minamu

Member
Nov 18, 2017
1,901
Sweden
Looks like Unity seems to be the best path for me. I intend to stick with it and not just try it, so I assume I should purchase the Plus version since the Pro version seems to be overkill for a beginner?

Thank you all for your advice. I really appreciate it.
There's no need to buy Unity, get the free version! You can always upgrade to a paid version later, but the free version is equal in content to the paid versions. The stuff you pay for is only necessary as you get close to a serious release, if even then.
Ok awesome, thank you. Ill check those out when I get home from work!
Do it, I'm gonna continue to watch the blender course as we speak ;)
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
Thank you, free version it is then!
Good choice :) I read that you're new to game development and programming, so you could watch this new video from a great youtuber called Brackeys:



Also, Unity has a lot of different games you can make as beginner tutorial projects, with step by step videos on their site. The only main concern, once you get familiar with Unity and its quirks, is that Unity's coding practices are less than savory, even within their own ecosystem. Their tutorials will get anyone up to speed very quickly and produce results, but the code isn't always super pretty.

You won't get very far without being able to write code in Unity, but I think that's true pretty much regardless of which tool you use. Unreal does have visual scripting though via its Blueprint system, plus regular programming, if coding is too much of a hassle. Unity has this thing too but it does cost money (and is third party I believe, but don't let that concern you, there are plenty of third party tools on the asset store that are objectively much better than Unity's own tools, strange as it sounds).
 

Rogue Agent

Member
Oct 25, 2017
2,530
Good choice :) I read that you're new to game development and programming, so you could watch this new video from a great youtuber called Brackeys:
Thanks, this should really help. I assume this video also applies for the 2D Game Kit.

Also, Unity has a lot of different games you can make as beginner tutorial projects, with step by step videos on their site. The only main concern, once you get familiar with Unity and its quirks, is that Unity's coding practices are less than savory, even within their own ecosystem. Their tutorials will get anyone up to speed very quickly and produce results, but the code isn't always super pretty.
Thanks for the heads-up. I'll try not to get influenced much with the way they code. The last thing I want is having so much messy code, which would probably confuse me.

You won't get very far without being able to write code in Unity, but I think that's true pretty much regardless of which tool you use. Unreal does have visual scripting though via its Blueprint system, plus regular programming, if coding is too much of a hassle. Unity has this thing too but it does cost money (and is third party I believe, but don't let that concern you, there are plenty of third party tools on the asset store that are objectively much better than Unity's own tools, strange as it sounds).
In my case, I think I may need to use to use these third-party assets. This reminds me of RPG Maker's user-made plugins where it just makes everything better.
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
Thanks, this should really help. I assume this video also applies for the 2D Game Kit.

Thanks for the heads-up. I'll try not to get influenced much with the way they code. The last thing I want is having so much messy code, which would probably confuse me.

In my case, I think I may need to use to use these third-party assets. This reminds me of RPG Maker's user-made plugins where it just makes everything better.
I would assume so, but I don't know for sure. As for the code, as long as you keep it in mind, you'll do fine. Just consider this when or if you run into trouble: Google is very helpful for finding solutions, but, many answers are based on Unity's own coding practices, so poor techniques get spread around unintentionally. Still, I have no qualms recommending Unity whole heartedly :) Having to sift through problem solutions and finding the proper one for your own situation is good practice, and an adventure ;) If you go to Udemy for courses, I can highly recommend their Unity courses, both for 2D and 3D games, by an excellent guy called Ben Tristem. In some ways, I've learned more from him than from 4 years of University studies xD
 

Rogue Agent

Member
Oct 25, 2017
2,530
I would assume so, but I don't know for sure. As for the code, as long as you keep it in mind, you'll do fine. Just consider this when or if you run into trouble: Google is very helpful for finding solutions, but, many answers are based on Unity's own coding practices, so poor techniques get spread around unintentionally. Still, I have no qualms recommending Unity whole heartedly :) Having to sift through problem solutions and finding the proper one for your own situation is good practice, and an adventure ;) If you go to Udemy for courses, I can highly recommend their Unity courses, both for 2D and 3D games, by an excellent guy called Ben Tristem. In some ways, I've learned more from him than from 4 years of University studies xD
Thanks, I'll keep that in mind if I ever Google search for solutions. This is going to be one hell of a ride :)

Also, thanks for recommending the Udemy courses. I really appreciate that as a beginner. I think I'll try the 2D courses first. I assume the coding practices in those courses is nice lol.
 

MonsterJail

Self requested temp ban
Avenger
Feb 27, 2018
1,339


I tried a few different versions of this wobbly effect before - manually drawing extra frames for the sprites, horizontal and vertical scaling - but this method worked the best for me so far. The dots in some of the sprites were to stop the sprites stretching out (as there was some empty space ), fixed it by properly cropping them later
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thanks, this should really help. I assume this video also applies for the 2D Game Kit.

Thanks for the heads-up. I'll try not to get influenced much with the way they code. The last thing I want is having so much messy code, which would probably confuse me.

In my case, I think I may need to use to use these third-party assets. This reminds me of RPG Maker's user-made plugins where it just makes everything better.

I may as well repeat my recommendation of the University of Michigan courses I mentioned above. They assume no coding experience whatsoever and walk you through the basics of coding. I believe they should be enough to get anyone started with it, although of course I came from the opposite place of being a programmer for decades. If you were considering getting the paid version of Unity, you might as well use that money for a month of their subscription.

For context all my formation in Unity was through these courses (plus prior experience as a programmer in non-game applications), and this is the game I've been able to make.

Edit: I see they actually have a lot of their videos for free viewing, which you can check with a simple Google search (this, for example, for the first course). Just so you can get a feeling of how they are and whether you like them or not.
 
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Rogue Agent

Member
Oct 25, 2017
2,530
Thanks, Weltall Zero - I did see your recommendation earlier. I was just wondering whether I should do those courses or the Udemy ones. I suppose I could do the both of them.

Your Divinoids game looks like a great result from that University of Michigan course.
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
Thanks, I'll keep that in mind if I ever Google search for solutions. This is going to be one hell of a ride :)

Also, thanks for recommending the Udemy courses. I really appreciate that as a beginner. I think I'll try the 2D courses first. I assume the coding practices in those courses is nice lol.
Of course :) I hope I didn't scare you off because it is a lot of fun as well hehe.

The coding is better, each project is different in setup to teqch different techniques. If anything is less than perfect, there's usually a reason for it. Another great thing about Udemy's courses is that each video has its own Q&A section and these courses in particular are very popular so there're a lot of hidden gems in there as well. The course author is also very involved to this day because they are his main livelihood as far as I know :)
 
Oct 26, 2017
3,933


I tried a few different versions of this wobbly effect before - manually drawing extra frames for the sprites, horizontal and vertical scaling - but this method worked the best for me so far. The dots in some of the sprites were to stop the sprites stretching out (as there was some empty space ), fixed it by properly cropping them later


I like that, reminds me of Rakuga Kids!
 

Stuart444

Member
Oct 25, 2017
9,071
Of course :) I hope I didn't scare you off because it is a lot of fun as well hehe.

The coding is better, each project is different in setup to teqch different techniques. If anything is less than perfect, there's usually a reason for it. Another great thing about Udemy's courses is that each video has its own Q&A section and these courses in particular are very popular so there're a lot of hidden gems in there as well. The course author is also very involved to this day because they are his main livelihood as far as I know :)

What udemy courses are you talking about? Sorry if I missed it but couldn't see the name or link posted?
 

Stuart444

Member
Oct 25, 2017
9,071
Ah sorry, I'm mainly talking about this guy's content:
https://www.udemy.com/user/bentristem/
There are more companion courses such as Blender and Unreal VR available as well where he is not the main teacher.

Ah, I thought it was him but wanted to make sure. I have most of his courses bought from a sale recently (apart from the Unity courses which I bought a while ago)

His content is pretty damn good.
 

Rogue Agent

Member
Oct 25, 2017
2,530
Of course :) I hope I didn't scare you off because it is a lot of fun as well hehe.
Well, it is a bit scary :P but yeah, it sounds quite fun and a bit crazy to make sense out of someone else's solution and apply it to our own project.

The coding is better, each project is different in setup to teqch different techniques. If anything is less than perfect, there's usually a reason for it. Another great thing about Udemy's courses is that each video has its own Q&A section and these courses in particular are very popular so there're a lot of hidden gems in there as well. The course author is also very involved to this day because they are his main livelihood as far as I know :)
I see. It does look quite promising and the insane special offer doesn't hurt :)

The 'Complete C# Unity Developer 2D - Learn to Code Making Games' and 'RPG Core Combat Creator - Unity 2017 Compatible in C#' courses sounds like a perfect start. For the latter course, I hope I can use the latest Unity version to go through it.
 

Stuart444

Member
Oct 25, 2017
9,071
The 'Complete C# Unity Developer 2D - Learn to Code Making Games' and 'RPG Core Combat Creator - Unity 2017 Compatible in C#' courses sounds like a perfect start. For the latter course, I hope I can use the latest Unity version to go through it.

If you're doing the Unity Courses.

Unity 2D is being remastered just now just so you know. The course used to be in a much older version of Unity but Rick (one of the instructor's) is working on remastering it.

I'd recommend the Unity 3D course but I'd also recommend the 2D course for later or if you want to try some of the much older projects.

The RPG course should only be done after getting a good handle on one or both of the 2D and 3D courses as those are beginners while the RPG one is intended to be intermediate.

But they are all cheap enough due to Udemy's sales that I'd say buying all 3 is a good bet. Feel free to read the reviews of each course as well, all highly reviewed but if you want some more feedback from other users of the course, might as well read the reviews :)

You can't go wrong with them though, some very good instruction and interesting projects.
 

ThatsMyTrunks

Mokuzai Studio
Verified
Oct 28, 2017
2,622
San Antonio, TX
Problem is, I don't really understand how to do this whilst using a limited colour palette. In many pixel-art games that I have seen, the background is relegated to various shades of blue which solves this issue, but this really doesn't work in my case. As my character will never be stuck to a floor, or any surface for that matter, the majority of the time you want to exist within the "empty space". Having all of the backgrounds be a single shade means that the game (in these external levels) will seem primarily that colour, which goes against the idea of it being vibrant and diverse.

I suppose what I'm trying to achieve is a similar feel to the vibrancy that appeared in this sonic game:

Sonic_Advance_3_03.png
route-99.PNG
Toy_Kingdom_Boss.png


So the foreground/terrain is much more saturated than the background, and (IMO) there isn't any issue with readability even in the "busy" first image.. Do you think they're using different palettes for this, or are they just being more clever with their use of colours? (Both may be true. Im sure the latter definitely is.)

One thing about these SAdv3 pics you've posted is that they have a much lower contrast background and a much higher contrast foreground. I did a quick photoshop mockup of what I'd suggest for you. A higher contrast foreground with darker lines and brighter highlights and a more muted background with less contrast between the darkest and highest colors.

nTMTfUL.png
 

Rogue Agent

Member
Oct 25, 2017
2,530
If you're doing the Unity Courses.

Unity 2D is being remastered just now just so you know. The course used to be in a much older version of Unity but Rick (one of the instructor's) is working on remastering it.
Oh. If I buy the course now, will I still have access to the fully-remastered version?

I'd recommend the Unity 3D course but I'd also recommend the 2D course for later or if you want to try some of the much older projects.

The RPG course should only be done after getting a good handle on one or both of the 2D and 3D courses as those are beginners while the RPG one is intended to be intermediate.
Thanks. Would you recommend the 3D course if I'm only focusing on 2D games? And yeah, the description for the RPG course indicated that one needs to have a bit of knowledge with C# coding so I'm definitely doing that after the 2D/3D courses.

I always enjoy reading the reviews :)[/QUOTE][/QUOTE]
 

Stuart444

Member
Oct 25, 2017
9,071
Oh. If I buy the course now, will I still have access to the fully-remastered version?

Yes, it's basically them adding new sections to the start of the course. It's stated pretty plainly what is old content and what is new in the course content section.

the only exception is Tilevania but I don't want to confuse you so I won't say much outside of the fact that Tilevania is new as well to the 2D course despite being listed at the end of it.

Thanks. Would you recommend the 3D course if I'm only focusing on 2D games? And yeah, the description for the RPG course indicated that one needs to have a bit of knowledge with C# coding so I'm definitely doing that after the 2D/3D courses.

Also yes I would recommend it has it has some solid information for learning C# and Unity itself. It will give you a good foundation for both 3D and 2D games by doing both courses so I'd recommend it. Plus the price is pretty good so you're not losing much money if you're unsure on it.
 

Rogue Agent

Member
Oct 25, 2017
2,530
Yes, it's basically them adding new sections to the start of the course. It's stated pretty plainly what is old content and what is new in the course content section.

the only exception is Tilevania but I don't want to confuse you so I won't say much outside of the fact that Tilevania is new as well to the 2D course despite being listed at the end of it.
Thanks, that's a relief. There's so much content to chew through.

Also yes I would recommend it has it has some solid information for learning C# and Unity itself. It will give you a good foundation for both 3D and 2D games by doing both courses so I'd recommend it. Plus the price is pretty good so you're not losing much money if you're unsure on it.
I see. In that case, I'll certainly go through that - thanks. I'm happy that there are so many great courses for Unity.
 

Ruu

Member
Oct 28, 2017
926
In my game I'm doing some simulations on trading resources between cities as time passes. This gif is the game calculating the distance between all cities from every city so when they trade with each other it knows who is within range and make fluctuations on the prices based on the distance the goods are traded. I love the look of this gif. Looks like brain synapses firing off.

(art is placeholder, we're outsourcing the art for the world map if you know a pixel artist or are one send me a message if you're looking for work)
 
Oct 26, 2017
3,933
One thing about these SAdv3 pics you've posted is that they have a much lower contrast background and a much higher contrast foreground. I did a quick photoshop mockup of what I'd suggest for you. A higher contrast foreground with darker lines and brighter highlights and a more muted background with less contrast between the darkest and highest colors.

nTMTfUL.png

Thanks very much for that! I'm going to play around with it in the coming weeks!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
One thing about these SAdv3 pics you've posted is that they have a much lower contrast background and a much higher contrast foreground. I did a quick photoshop mockup of what I'd suggest for you. A higher contrast foreground with darker lines and brighter highlights and a more muted background with less contrast between the darkest and highest colors.

nTMTfUL.png

I would still suggest making the foreground colors even darker, because the green block on the right still merges with the background somewhat. Thick dark outlines should help too.
 
Oct 27, 2017
262
Really cool stuff. I would "rig" the color selection (I guess when one comes down to it, that's what procedural generation is about, haha) so that certain colors have a bigger chance of being selected for certain applications. There's a lot of green and purple walls in there, and, well, when was the last time you say a castle with purple or emerald green walls? :) Conversely, there's a lack of the colors you would associate with walls, like browns and grays. Also consider the latter are great to coordinate with any other color without clashing.

Making certain colours more likely to be selected for certain applications is definitely possible.

The lack of brown and grey is also an interesting problem, because in HSV they can't be generated using the same method as other colours. For other colours, it can just pick a hue, and then any ramp made using that hue will be the desired colour. But brown is dark orange and grey is just zero saturation, so both would need special implementation rules. That's definitely worth exploring in order to add to the colour variety.

However, I must say I'm not that concerned with realism in dungeon colour schemes. It has to be readable, but beyond that, surreal is fine and variety is much more important than immersion (personal opinion).

So I would first decide randomly if you're going with grey or any other colors. Say, there's a 15-20% of grey being used,

Since grey would need special rules (as noted above), I think you're right that it would have to be decided on a special percentage chance.

which you'd then pick the shade of (I feel this is better than picking a random saturation, as the latter would leave you with a lot of washed out colors and few actual greys).

In HSV colour space, grey is pretty trivial - you just turn the saturation down to zero. Exhibit A:

95dQ9zS.png


I could vary the results by playing with the value (lower value = deeper greys), and if I wanted a slightly blue-tinged grey (for example) I could set the hue to blue and raise the saturation just a tiny bit. Lots of options!

Then (assuming you did not pick grey), decide randomly the color wall, but with a skew towards the earthen colors. A simple way to do it would be:
  • If the red channel is below 50%, multiply it by 2. You still would get the full range of red (could get colors with little red up to and including 0%), but the average red channel would be 75%.
  • With blue, I'd do the exact same but inverting the value before and after. That is, take 100% - blue, do the above on that, then take 100% - that result as the blue value. This would give you the full 100% value with an average of 25.
  • Green would be left as is.

As much as I appreciate the suggested method, this is really incompatible with my palette routine, which is calculated entirely in HSV space and only converts to RGB at the very end.

The end result would be that walls would often be a more natural color, but you'd still often get striking colors, which would stand out far more than having multiple dungeons be green-walled.

If there's one thing I've learnt in doing this, it's that there are only so many truly different colours. Whichever method I use to restrict the colours that occur, it will result less variety of possible colours in each run = more likelihood of similar colours repeating in the same run = each colour stands out less.

So while I definitely don't intend for one run to include multiple green-walled dungeons... having the option for green-walled dungeons is still beneficial for my goals.

Other random thoughts:
- You can (and probably should) get away with more than just green for greenery. The obvious example is red hues for tree leaves for a more autumnal feel (I always love games that do this), and yellow tones for the grass to make it feel more arid. Some trees have very interesting leaf colors as well. Cherry trees sure don't want any of this boring green stuff. :D

Now this is an excellent point! Will definitely work this in. (Not an urgent priority since the overworld is itself way down the list... but a great thing to keep in mind when I get to it.)

- I remember you mentioning you would also modulate saturation and lightness for the entire run, to have e.g. more desaturated or more pastel colors in a specific run. Is that implemented? I didn't see a huge difference in the multiple run pics you linked (not the one hotlinked in the post).

I think in the last round of tinkering I limited the possible ranges of saturation and value a bit too much. It meant that pastel colours (low saturation and high value) weren't possible. But it can still do that with a minimal tweak to the routine. Exhibit B:

vIQiFW6.png


Something to tinker with further in the future.

- Even though it was kind of originally advocating for it (I know, I know), in the end making the doors the same color as the walls ends up making the palette more limited than it really is. Alongside the predominant greens, it makes it feel a bit Gameboy-like! :D But I don't think it's a bad idea to leave them as-is until the big stuff is nailed down (whenever that is; I know you mentioned going back to sprite work).

For Game Boy-like, I refer you back to exhibit A!

Anyway, this is an easy thing to change later on, so it's also an easy decision to put off until later.
 
Oct 27, 2017
262
Over the past week I've been working on the routine to convert the generated dungeon room layouts into full-size tilemaps. This is prone to an awful lot of fiddly edge cases, but after getting most of those sorted, I think it's looking pretty decent:

h2DuT0Y.png


MCLj72F.png


As usual, there are a bunch more examples on imgur

In terms of open issues...

For the edges of pits, I'm not so sure the single 8x8 tile really works after all. I will try tinkering with the actual art, but I think either way, there's a lack of depth that seems incongruous with the full-size walls. (Using full-size walls for pits too would be quite an effort, but if needs must...)

The stairs to go up and down floors are totally missing for now, because I just can't get them to a place I'm happy with. Expect a lot of further tinkering before I put them back in...

The doorways are missing the actual doors, but that's because they'll be separate sprites added later. Similarly, there's no collision data yet.

The walkways are opaque and use the normal floor tiles, which I think gets the best result visually. (I tried making see-through grate flooring for these, but it looked kind of shoddy.) However, this means I need to make extra sure that nothing important is underneath the walkways - definitely not the case at present!

And finally, the barriers around the floor areas are meant to be intelligently not included if the player is able to jump down from that edge. However, the code for this is totally borked right now, so... barriers everywhere!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Making certain colours more likely to be selected for certain applications is definitely possible.

The lack of brown and grey is also an interesting problem, because in HSV they can't be generated using the same method as other colours. For other colours, it can just pick a hue, and then any ramp made using that hue will be the desired colour. But brown is dark orange and grey is just zero saturation, so both would need special implementation rules. That's definitely worth exploring in order to add to the colour variety.

Yep, that was exactly my point.

However, I must say I'm not that concerned with realism in dungeon colour schemes. It has to be readable, but beyond that, surreal is fine and variety is much more important than immersion (personal opinion).

Let me make a small but crucial distinction here: perceived variety is the most important thing, and far more important than actual variety. By this I mean, although "green" is a pretty wide color space, to a player, green walls of any color parse as, well, green walls. A dungeon run that has two dungeons with green walls, feels less varied than a dungeon run with red and brown walls, even though technically red and brown are closer than, say, yellowish darg green and bluish light green. That's why you need to rig the color selection, because the perceptual difference between colors is not congruent with the actual difference between them.

Since grey would need special rules (as noted above), I think you're right that it would have to be decided on a special percentage chance.

In HSV colour space, grey is pretty trivial - you just turn the saturation down to zero. Exhibit A:

95dQ9zS.png

I could vary the results by playing with the value (lower value = deeper greys), and if I wanted a slightly blue-tinged grey (for example) I could set the hue to blue and raise the saturation just a tiny bit. Lots of options!

Yes, that was what I was going to say. Don't just drop saturation to zero, just have it be an additional degree of freedom.

As much as I appreciate the suggested method, this is really incompatible with my palette routine, which is calculated entirely in HSV space and only converts to RGB at the very end.

Huh? It's the most trivial thing in the world to convert the HSV to RGB and perform the alterations I described (and change back to HSV if you still need to perform further alterations).

If there's one thing I've learnt in doing this, it's that there are only so many truly different colours. Whichever method I use to restrict the colours that occur, it will result less variety of possible colours in each run = more likelihood of similar colours repeating in the same run = each colour stands out less.

Which is why I described a method that doesn't alter the space of colors you can get, it alters the probability that each of them is chosen, which is something you are going to have to do (and to an extent you already do) anyway.
I have a feeling you may have glanced over it; I'd ask you to give it a more thorough look.

So while I definitely don't intend for one run to include multiple green-walled dungeons... having the option for green-walled dungeons is still beneficial for my goals.

See above. The method I described doesn't preclude any shade of color from appearing, including any green.

Now this is an excellent point! Will definitely work this in. (Not an urgent priority since the overworld is itself way down the list... but a great thing to keep in mind when I get to it.)

I think in the last round of tinkering I limited the possible ranges of saturation and value a bit too much. It meant that pastel colours (low saturation and high value) weren't possible. But it can still do that with a minimal tweak to the routine. Exhibit B:

vIQiFW6.png


Something to tinker with further in the future.

Pastel colors definitely look better, but I'm still hit by the "too much green" issue. Green is one of the two primary colors in four of the five dungeons!

For Game Boy-like, I refer you back to exhibit A!

Anyway, this is an easy thing to change later on, so it's also an easy decision to put off until later.

I urge you to think of it the opposite way: this is a trivial thing to implement and test now, which may save you work in thinking of, and implementing, more complex solutions to the same issues it solves. It's literally five lines of code, tops (including conversion from / to HSV as two of them!).

Over the past week I've been working on the routine to convert the generated dungeon room layouts into full-size tilemaps. This is prone to an awful lot of fiddly edge cases, but after getting most of those sorted, I think it's looking pretty decent:

h2DuT0Y.png


MCLj72F.png


As usual, there are a bunch more examples on imgur

In terms of open issues...

For the edges of pits, I'm not so sure the single 8x8 tile really works after all. I will try tinkering with the actual art, but I think either way, there's a lack of depth that seems incongruous with the full-size walls. (Using full-size walls for pits too would be quite an effort, but if needs must...)

The stairs to go up and down floors are totally missing for now, because I just can't get them to a place I'm happy with. Expect a lot of further tinkering before I put them back in...

The doorways are missing the actual doors, but that's because they'll be separate sprites added later. Similarly, there's no collision data yet.

The walkways are opaque and use the normal floor tiles, which I think gets the best result visually. (I tried making see-through grate flooring for these, but it looked kind of shoddy.) However, this means I need to make extra sure that nothing important is underneath the walkways - definitely not the case at present!

And finally, the barriers around the floor areas are meant to be intelligently not included if the player is able to jump down from that edge. However, the code for this is totally borked right now, so... barriers everywhere!

Looking really great!

I think the pit walls look fine, it's the pits themselves that look less deep than they should, and I think it's because of not using pure black for them. I think you could get better results by using the very dark color now used for them, transitioning into pure black further away from the pit wall.

The other think that seems a bit odd to me is the pit "moat" in the first image; it seems like anyone should be able to jump over it, even if you character can't jump at all. I would make it twice as wide at least.
 
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Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,059
If you're doing the Unity Courses.

Unity 2D is being remastered just now just so you know. The course used to be in a much older version of Unity but Rick (one of the instructor's) is working on remastering it.

I'd recommend the Unity 3D course but I'd also recommend the 2D course for later or if you want to try some of the much older projects.

The RPG course should only be done after getting a good handle on one or both of the 2D and 3D courses as those are beginners while the RPG one is intended to be intermediate.

But they are all cheap enough due to Udemy's sales that I'd say buying all 3 is a good bet. Feel free to read the reviews of each course as well, all highly reviewed but if you want some more feedback from other users of the course, might as well read the reviews :)

You can't go wrong with them though, some very good instruction and interesting projects.

Unity the engine is being remastered right now? Or just the 2D course is being remastered? Is Unity currently upgrading their 2d toolset?

Sorry couldn't tell what you were referring too.
 
Oct 27, 2017
262
Weltall Zero I had a much longer reply here, but it's late and I'm struggling to convey the details. What it boils down to is: I'd really appreciate it if you would consider that I understand how my code works and why a conversion to and from RGB mid-flow isn't relevant to my needs. Yes, converting back and forth is trivial, but there are all kinds of reasons why I want to stick to manipulating HSV only, not least that it lets me write readable and flexible code that's clear in how it relates to my goals. That can be more important than a quick and concise approach.

Thank you for the suggestion nonetheless.
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
I've always used the latest unity version regardless of what the courses recommend. Stuff breaks but that's one of the better ways of learning how to fix it. It trains you to google the issue or deep dive into the comments sections :) Also learning to read and understand someone else's code is pretty essential for a programmer. Hopefully it leads to writing better code for yourself as well.
 

SaberVS7

Member
Oct 25, 2017
5,258
Anyway, after seeing quite a bit of criticism of the old HUD layout of AJRF and taking some time to reflect on it all (Among with some various gripes of my own I was coming to terms with trying to add on new elements to it) I've gone with a complete burn-down and rebuild from scratch of the design.

kka9xc.png


Much more lightweight and balanced than the previous Metal Gear 2-inspired HUD if I do say so myself.

The Psyche (Purple) and Craft-Point (Green. Less-blatantly Trails in the Sky-copying name pending) gauges have been transferred over next to the Equipment/Ability icons, which are now Horizontally aligned as well as properly lined up with their (default) assigned Mouse-Buttons. The Health and Aura gauges are now Grid-Aligned - And instead of being Bracketed to indicate their ends, "empty" Health/Aura Pips will appear Hollow ala Overwatch's health-bar.

As for the ugly black Trapezoid to the Left of Health/Aura, that'll become the sorely needed Aura-Mode indicator once I can come up with a palette for it, which will change its Color based off which Mode the player's Aura is in (More on that later. Think something similar to Stances in the first Witcher game.)
 
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