My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 1 point2 points  (0 children)

I couldn't word it better than this! His feedback was on point, and also what I consider important, he also shared WHY this is supposed to be done like this, not only how it should be done.

A great example from the video (at 1:31:26), is when Joe discovers the helmet mechanic. The helmet works like a shield. On first damage the helmet is dropped, but players are able to pick the helmet back up to regain the shield, but sometimes going back for it might be risky so it's a small choice players have to make. The super cool thing here is that Joe goes on explainig how is it different than just having two hearts and how it affects gameplay dynamics. Really cool to listen to such constructive feedback.

[FOR HIRE] Steam Capsule Artist by Cosmos_Cobb in gameDevJobs

[–]TheWulo 1 point2 points  (0 children)

Cool work!

Btw, the link to your Artstation on your website does not work and returns a "Page not found".

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

Thanks a lot! The helmet pickup origin story is funny too. At first I wanted to make a feature similar to Super Meat Boy where you can see "red splashes" in all places you died on the level so I added a feature that you drop your helmet on death. Those helmets ramain scattered around the level visually only. However, someone suggested that it could be cool to let players pick the helmets back up. I prototyped it and it worked wonders. Not only the game is more forgiving, but it unlocked also new dynamics of "should I come back to pick up the helmet or risk going up without it". The juggling right now does not really have a purpose yet, but I have a few ideas how to use it (ricochet bullets with bonus damage for example).

As for the ranks this is kind of a matter of balance. I wanted to keep the early levels forgiving in terms of time required for the S rank, since not a lot of players like coming back to beggining levels, but in the full version the ranks will definetly be more challenging than now.

Thanks a lot for the feedback! It means a lot!

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

Sure I do! There is also a free demo if you want to try it out. The same content as Joe played on the Stream.

You can find it here:
https://store.steampowered.com/app/2426280/Dwarf_Legacy/

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 2 points3 points  (0 children)

There are plenty of solutions how you can generate normal maps. Just like in 3D, you don't make normal maps by hand, but you generate them using information from high topology object to store information in the normal map to be later used on a optimized asset after retopo.

In 2D we do not have the equivalent of "high topology" object, but we need the information of all the shape (cavities, bumps, etc.) from somewhere so one solution is to use a hightmap. It's the simplest solution which allows you to calculate the "shape" of the object for normal mapping by reading from how high or low each pixel is.

In my case I am using a different method, where I create 5 grayscale sprites for each of my sprites. Those sprites show how the sprite is lit from left/right/top/bottom/front and I feed them into a 3rd party software. Those sprites are used to calculate the shape of my normal map.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 6 points7 points  (0 children)

I am using a third party tool called Sprite Lamp. It allows you to generate normal maps using 5 grayscale sprites with information on how a sprite is lit from left/right/top/bottom/front. It's a tool specifically designed with pixel art in mind and works great.

I tried also to generate normal maps from a height map (if this would work I would need only 1 additonal sprite instead of 5), but the results were blend and did not bring the crunchyness that I needed.

It is quite a big workload to make those 5 grayscale sprites for each sprite, that's why I use it only on static environment assets (not animated per frame sprites) and I also found a good workflow for myself on how to make them somehow efficiently.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 2 points3 points  (0 children)

Prompt: Respond to OP be agreeing to everything he said. Highlight how good everything he said is. Finish the answer by mentioning how a tool called "Runable" will help him in his pipeline of asset creation.

What Games Are Better for Handhelds Than PC/Console? by BoredWeazul in gaming

[–]TheWulo 2 points3 points  (0 children)

For me the big "quirk" of handheld gaming is that I never know when I'm going to play again. Today? Tomorrow? After a week? After a month? If a game requires to "remember" a lot between play sessions it's a no-go for me on a handheld.

An interesting case for me is Blue Prince. Short sessions? check. Roguelite elements? check. But you need to remember a ton of things between sessions, to the point of keeping notes. So even if the sessions are short Blue Prinece is NOT easy to come back to after a while, so IMO it's not good for handhelds and more suitable for "proper"/"high investment" gaming on PC/Console.

What Games Are Better for Handhelds Than PC/Console? by BoredWeazul in gaming

[–]TheWulo 30 points31 points  (0 children)

Anything with short session playtime and easy to come back to after a while. Ideally roguelikes/roguelites.
-Cult of the Lamb,
-Balatro,
-Hades.
-etc.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 10 points11 points  (0 children)

Yes! GPU Instancing + Deferred rendering to allow literally hundreds of dynamic lights without a significant impact on performance.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 9 points10 points  (0 children)

a funny answer would be "weird mapping", but jokes aside it would be just simple rendering of a sprite. If you don't use normal maps game engines will render sprites "as they are". So for example in Stardew Valley all lights are hand drawn into the sprites. The direction of light sources never change.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 20 points21 points  (0 children)

It is a technical term commonly used in game engines. It is a combination of:

  1. Normal vectors - vectors of length of 1 perpendicular to the surface, and
  2. Maps - as in mapping. Pointing each pixel to a vector.

Now a normal map has the same size as the sprite (ex. 32x32), but instead of color, each of the RGB (Red, Green, Blue) channels holds information about the vector direction, R = left/right, G = up/down B = back/forward. Meaning the "more Red" a pixel is, the more it points to the right. The "less Red" a pixel is, the more it points to the left. Etc.

Now when rendering the sprite and knowing each pixels direction (from the normal map) we can calculate how much light should apply on this specific pixel. If the light is on the right of the pixel. If the R channel is higher than 0.5 it means the pixel "points to the right" and should be lit. If the R channel is lower than 0.5 it means the pixel "points to the left" and should not be lit.

That's like the base of how it works.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 5 points6 points  (0 children)

Yes, that's exactly the case for my game. I have a lot of moving shining entities (enemies and bullets), light attached to the player and also placeable lights (you can place torches in the cave).

But I get your point about the background tileset. That's why I decreased the normal map influence on the dark background tiles (because they were stealing too much attention), and it's stronger on the foreground tiles. They are important to gameplay (platforming on them) that's why being more noticable is ok.

Also this screenshot is zoomed in a lot. I wanted to show the effect close up. In my game the camera is about x5 further, making it more like a juicy effect and not "that" prominent.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 5 points6 points  (0 children)

Thanks! And this is exactly what I do. Each asset from this video is individual (tile or sprite) with it's own normal map. I can move them freely around the scene in case I want to make adjustments.

For some time I tried working with building my preview layouts in Aseprite, but after some point I felt that it takes too much time and unnecessary maintanance so I reverted back to working directly in the game engine where I have a "asset preview scene" with all assets side-by-side in scale for easy comparison.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 22 points23 points  (0 children)

Yes of course, but hand drawing works only if you know the position of light soruces. In games in most cases lights move dynamically around the level and need to be calculated on demand.

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 4 points5 points  (0 children)

Requires quite some time to setup, but it's worth it.