Yea Forums Indie Dev

Post your shit! I believe in you user!

Attached: IndieDevThread.png (335x150, 5K)

Other urls found in this thread:

youtube.com/watch?v=ixYfrn2AdL0
youtube.com/watch?v=OO_d3fwTNPo
poal.me/kmjs3u
twitter.com/sawtoothgame
clyp.it/0qvznvri
maakole.itch.io/elysian-rings
youtube.com/watch?v=Niruwh4UwS8
gamejolt.com/games/horrorvale/366063
pikopik.itch.io/cooking-with-tracy
youtube.com/watch?v=ebqDTNmcchw
twitter.com/AnonBabble

I have no self-discipline worth a SHIT to make a game!

You can still do it!

Attached: 1404403061544.gif (496x372, 922K)

I'm still learning how to code so I have nothing to show! NOTHING TO SHOW!

Posting my shit

Attached: 1550707029835.webm (848x470, 1.2M)

Attached: da3.jpg (400x400, 58K)

You have made the black crystals less annoying right? Don't disappoint me, I'll be reviewing your game in the next demo day.

About to start texturing and making her hair

Attached: 1471929526310.png (633x774, 101K)

Reminder: youtube.com/watch?v=ixYfrn2AdL0

Attached: just do it.png (1920x1080, 561K)

Oh you mean the spikes? Yes, they arn't as annoying and jumping isn't as floaty as in the last demo

based blender user.

What language did you start with?

its to late for me, i fantasize about dying daily. i've been corrupted little anime person.

Attached: 1534650643034.png (640x480, 309K)

still going

Attached: terminal.webm (512x512, 558K)

Noice.

Where's Godot? Surely someone actually made a game with it at this point.

bump

So I have this idea...
It's about a game...
and within that game...
you can do...stuff

thanks. here's those skeletons I promised

Attached: skeltn.webm (512x512, 1.69M)

fuck skeletons

holy shit user I see you have basics covered up! Looking good

Attached: 1529096974555.jpg (1000x1000, 219K)

I can't art good, would it be easier to make a 2d game or 3d? I wanna do an srpg.

basically noprogress for last week, I'm working on some sprites for MC.

Attached: out.webm (800x450, 1.32M)

why are their what i can only assume to be death spikes in the save room

looking superb user
did you use any specific engine?

judging by the beginning of that webm, it's there to test the healing

he mentioned that it was love 2d

>Try out Godot
>Tutorial given out is shit

html and css

imagine this, but it's an mmo

gotyay

please help

Where should i start? Godot?

What do you mean? I'm listening

Attached: gemu2.png (1598x871, 150K)

I've been struggling with some severe depression this month but It'll slowly get finished.

Game will more than likely release in Japanese first, but I want to do an English localization later on as well. I apologize for the choppiness...

Attached: 1.gif (600x336, 3.1M)

>Game will more than likely release in Japanese first, but I want to do an English localization later on as well
Why are you shilling this here, then?

is this for the virtual boy?

I figured Yea Forums would like the game

It is a homebrew, yes.

>make a profesionally looking game
>be depressed
literally wtf

I'll add robot skeleton dating sim mechanics to the todo list

Yep, that terminal room isn't actually connected to anything yet

Thanks. Yeah, Lua's wonderful and I don't feel like maintaining and debugging C/C++ along with it so Love2D is a good fit for the project.

Grass doesn't look so hot, maybe bring the ground texture and the billboard color a little closer together? Dunno what to do about the AO.

but why virtual boy?

Do you have a method to extract data for alpha channel from .png?

I don't feel like working most days due to it, its been something eating at me since my teen years

Check Love2D,its closer to a programming language yet it has integrated libraries for 2D sprites so its easy to write something simple.

In Love2D? There should be lots of ways. Like loading a png as ImageData and using getPixel, or using mapPixel (or a shader) to set r, g, and b to a to render a visual representation. What are you trying to do?

my browser-based dota auto chess clone is coming along. multiplayer works, almost all systems work 100%, currently implementing the UI. trying to figure out how best to monetize a free-to-play browser game, as hosting it will cost a non-zero amount of money.

Ok you kill shit, and there's a progression system, either you gain money to buy upgrades, or get exp and gain levels. You have a fuckton of skills you could create with that type of gameplay, just add different elements to every type of bullet like poison bullets, frost bullets, vampiric bullets or something, different patterns, penetrating ammo, bowling balls, shit that explodes hwen it hits the enemy, anything really just go crazy, and obviously gun upgrades drop from hard as fuck high level bosses like a Torrasque or something. But the cool thing is, you have destructible and environemtents, and other anons actually grinding the same shit as you, so they can help you or steal your shit, not necessarily kill you because that would be extra hard to get it right and balance it.

Not sure how the movement works while displaying that type of graphics, like if you can go backwards and sideways or only forward, but probably something could be made, and the pop up is glorious, it would lead to very fun moments like destroying a small hut and finding a bunch of treasure of a full family of manticores, and bellow there'sa cave, you go down and after destroying some coccoons makes a ton of half spider women angry that start swarming you.

Or you can keep the setting as that, or more sci fi, add mounts, or make it a real world paradoy and set it on the streets of Venezuela, have a zombie apocalypse setting, fuck you can do a ton of fun stuff.

But heck, I don't know, online multiplayer sounds like the hardest thing to get right. Is just that fast paced gameplay mixed with rpg elements looks pretty addictive and fresh to me.

Attached: 1447150382421.jpg (250x186, 7K)

autism

pixel-perfect collisions

It's a VN with stolen placeholder art. Nothing worth showing yet.

Attached: 441d9a2a9885869897c2df733e2d0e230d3fda9c3370b7a2943fb1dc8a683624.jpg (1152x2048, 334K)

I'm making a ren;py game with my garbage art and music and half decent writing that's gonna hopefully not going to be a ripoff of Flower, Sun, and Rain. I'm gonna discipline through this because I need to make something while I still have some free time.

video of UI-less alpha btw

Attached: auto chess clone 00.webm (966x890, 2.2M)

The basic premise is to have a contra-like run 'n gun but not from sideview,just from behind like in base levels. That means no going backwards,but I'd like to add levels where you go right and stil shoot into the screen. The main drive though is destructive environment, I really want to have tons of obstacles ready to destroy. I'm taking inspiration mainly fromThe Punisher from NES and Wild Guns from SNES. Unfortunatelly online would be the hardest thing to code. I'm not sure if its even possible in the environment I'm coding. Also premise of grinding is a major turn-off for me

What am I looking exactly?

clean your room and read "12 rules for life"

you are welcome

I juts spent five hours properly setting up a large canvas in GIMP so i can start drafting some very early map design, now its late and i have to go to sleep anyway cause work tomorrow. So its not going great i guess.

I been starting to work on early script drafts, trying to use Yoko's process from here:

youtube.com/watch?v=OO_d3fwTNPo

Also i have a layering system working on Unity with Playmaker, again very early but also very important so im happy with that.

Set up the pixel camera properly in ProCamera2D, which was kind of a strange pain, since ProCamera is supposed to be easy but i got working working. Somehow the camera was making the controls to laggy but i think i fixed it now.

Project is moving along but way too slowly. Right now i think the hard part is putting my ideas down into something more concrete, so im concentrating on the design/story right now.

search "dota auto chess" on youtube, it's a nearly feature-complete functional clone of that, but running in your web browser instead of in the dota 2 client, and using shapes and colors instead of fantasy races and classes. multiplayer works but in that video I'm playing against three bots running on the server. the UI is barebones and ugly but shows that (almost) all of the necessary game functions work.

the gist of this game and DAC is, every round you get five pawns you can buy with your gold. you buy these pawns and put them on your half of a chess board. then, you get matched against opponents, and your pawns fight each other automatically until a winner is determined. different races/shapes and classes/colors have different effects that happen when you have [n] of the same [race/shape|class/color] on the board at once: maybe it makes those pawns stronger, or have more armor, or maybe it affects all your pawns. the pawns you can buy are all pulled from shared pools, so strategy comes from "getting a corner on" certain races/shapes and classes/colors, and maximizing synergies... all while keeping an eye on your opponents to see what strategy they're building (so you know what to NOT buy if they have "corner on" something, or what you need to buy to counter). when you put three of the same pawn on the board at once, they combine into a single higher-ranked pawn. there's more to it than that but that's the basics.

it's a really fun game but it's a pain in the ass to play because it's a dota mod, so it's as janky to play as wc3 dota was to play in wc3. my game will be easier to get playing (no need to download dota 2 or spend 2 minutes waiting for someone to load the assets needed to play the game, only to fail, causing you to have to requeue), easier to understand (UI built from the ground-up with the game design in mind instead of hacked into dota 2), and eventually have room to expand upon design-wise.

Sorry, I've never done my own per pixel collisions before. A quick search suggests you generate bitflags for each sprite beforehand and bitwise AND them together to see if there's a hit. Sounds about right. Lua doesn't have its own bitwise operators but I think Love2d uses LuaJIT by default and that has a proper bitwise library that should be reasonably fast.

Many thanks

game looks dank dude ignore that guy's armchair game design what you have going looks gr8

Looks good man, i wanna get it when it comes to steam.

are you sure it won't make chinks mad
you might get ddosed into oblivion

Godot's devs paid some slimy frog to write the official documentation while also selling his own paid tutorials on the side, so little wonder why the official free stuff is bad.

yeah well that's what magical distributed cloud hosting and cloudflare and shit are for
but if that happens, at least it will have been noteworthy enough to hopefully get me a better job

Attached: Desktop 2019.02.25 - 16.53.23.01.webm (640x532, 2.76M)

How do I know I'm using the right stuff? I started learning Unity and C#. I want to make a 3d style visual novel game with anime-esq graphics, maybe like a ps2/gamecube style.

I'm in extremely early planing stages but I know that I want to be able to switch from 3d to 2d for mini games. But the overall game will be rather large.

I just want to know if I'm learning the right software or whatever

Help

Attached: 1540737535576.gif (250x250, 192K)

Looks interesting. The menu's font is very hard to read though.

Attached: DarkElf.jpg (1920x954, 99K)

It's going to have closed caption subtitles.

IM GOING TO WORK ON IT TODAY AND YOU CANT STOP ME

>huge bazonkas
You have a refined taste user

Attached: 1549996344893.jpg (1000x1500, 233K)

Additionally, yeah I knew this would be an issue when I made the font (hence ).
Also, it's clearer on screen than a poorly encoded webm.
Thanks for the input though!

Hey buddy, just a friendly reminder that your jump animation is reversed.

Of course I cant stop you user
the only one that can do that
...is yourself...

Based on Lineage 2 Dark Elf?

Attached: dark_elves_pack___lineage_2__original_bones__by_papkapapka-dae49ej.png (1244x642, 523K)

=)

Attached: DarkElf_UE4.jpg (1920x954, 131K)

you're trying to build an apartment complex by hand with zero prior construction experience. therefore, you won't even break ground, you'll just plan it out for years instead of actually starting small and building your way up to something bigger. you are literally wasting your time.

Inspired by Lineage 2 for sure

>Work on some someone's project
>Given a vague broad description of the gameplay and what the character is
>No direction outside of that
>Come up with my interpretation and model up some animations and now the character would behave
>Ask for feedback constantly so that I'm not going the wrong direction and wasting my time
>"No no. It's all wrong! This is nothing like what I pictured!"

I don't know why I freelance.

Attached: 1550904724493.jpg (500x549, 41K)

>How do I know I'm using the right stuff?
They are just tools, you're overthinking it.
>I started learning Unity and C#.
That's fine.
>I want to make a 3d style visual novel game with anime-esq graphics, maybe like a ps2/gamecube style.
Slow down cowboy, do something simple.
>I'm in extremely early planing stages but I know that I want to be able to switch from 3d to 2d for mini games. But the overall game will be rather large.
Write it down on a GDD.
>I just want to know if I'm learning the right software or whatever
Chill.
>Help
Do it however you can, the results is what matters. Nobody gives a shit if you make it on UE4 with blueprints or C++ 17 or did your own engine w/e

Literally didn't help at all.
I'll get no where if I just give up

I won't be discouraged by nay-sayers all ways nay-saying.

I just want advice on the right stuff to learn.

If I fail at least I fail knowing I did my best

Attached: 1540950004549.png (636x826, 649K)

Don't work for retards.

Left or right? The difference is shadows.

poal.me/kmjs3u

Attached: comparaison ombres.png (1088x480, 94K)

Thank you, this helps a lot
I'll start with the mini games I want to make to practice before I go for the bigger game.

Thank you

Yes, use unity you autist but stop freaking out until you have enough shit done to actually freak out about something.

>annal

Attached: 1550512508291.jpg (208x199, 8K)

you're getting advice and not understanding it because it's not what you want to hear you retarded faggot. i'm just trying to save you time. you will not succeed if you follow your current path. you need to make many small games to learn basic concepts before you move on to making your dream project.

with shadows

Fine, I will

I'm autistic enough to try

shadows look good, maybe make them more subtle if they're distracting but they look neat, and probably look great in motion. i'd suggest playing with colors that aren't just almost-black, too, you'd be surprised how good not-realistically-colored shadows can look

>guise i'm going to do it, I'm going to climb Mt. Everest
>no I've never climbed a mountain or even gone hiking in my life, but I'm just now starting to read about it as I sit here at the bottom of Everest
>no I'm not going to try climbing smaller mountains or even hills first, I'm just going straight for the big one
>I'm autistic enough to try

Feeling like shit cause everybody uses programs that let you create with slides and shit to make their characters and i have been losing a lot of time making my own and they don’t even look that good, i wanna die

Dude you got me bad.
I'm literly crying right now man.
How can I ever recover. You greetexed me

I'll throw some topics that will assist you:
Vectorial Math
Finite State Machine

Relax, your ambition will end up ruining you if you keep it like that. Do simple games, small games and learn from that. Someday you can tackle your visual novel but for a beginner it is too much.

>doesn't know what he doesn't know
>reaches out for advice
>actual gamedev with plural decades experience gives legitimate but harsh advice
>ignores it because it's not what he wanted to hear
you deserve every bit of frustration, confusion, and failure that will come to you in pursuit of your ridiculously unrealistic goal; you are not cut out for the craft.

that's cool. Can follow it somehow?

>actual gamedev
Let's see it then

Attached: 1540425621706.png (818x365, 189K)

twitter.com/sawtoothgame
Feels like shilling even though the only reason I have it is people from these threads

I'm looking into these tonight now, thank you for the advice. I probably will work on small stuff, that was really the plan all along but I want to do it with the software that I want to be proficient in. My bigger game is probably just going to be on paper for a long time.

Shadows but make them smaller, they look like shadows that would cast during sunrise.

why would I dox myself to someone who doesn't even want to listen to what I have to say? enjoy the overwhelming feeling of demoralization you'll get from trying to learn a thousand things concurrently, instead of in logical sequence. I've helped friends, family, and students learn to make games from scratch, and gave them the same advice I gave you. I will not waste any further time on someone unwilling to listen. good day.

Need an artist?

Yes, it's a good path.
But first, you need to make smaller games to get some experience. You'll just fall apart if you try to make a huge game immediately. Especially since it's 3D.

Anyone got advice on getting your game out there in terms of exposure? Good places to shill it etc?
Game is coming along nice, but I have not a clue how to advertise it.

Maybe. Can you draw cute anime girls? Can you also draw dragons and eldritch horrors?

depends: is your game intended for broad consumption, or is it niche? if former, get publisher, if latter, either lurk this board long enough to see how faggots do it here, or, get a publisher.

to be perfectly honest though, in This Year of Our Lord 2019, if you didn't develop a marketing plan for your game from the beginning, good luck making money on it. I don't mean that sarcastically

Still going

Attached: ytu0yAdpaXpLpTiQ_0.webm (1280x720, 2.99M)

Looks fun, how long have you been working on it?

too long

haven't seen this in awhile, the UI looks absolutely sublime

thanks

like i'm not joking, if i could have sex with your game's UI, i totally would

Pffff
I don't need marketting. I can bank on sheer force of gameplay alone.

>gameplay
enjoy your poverty while i make millions by targeting the dicks of thirsty virgins

t.

Attached: file.png (711x400, 206K)

>I believe in you user!
well, don't

>anal bowl rape for not typing fast enough

Attached: 1541284570442.gif (740x900, 1012K)

bump

Scratch!

Should i bother trying to make a game on RPG Maker MV? I got it lying around on steam and i don't feel like buying gamemaker

if the program's feature set is conducive to the type of game you want to make, why not use it?

>if you didn't develop a marketing plan for your game from the beginning, good luck making money on it
Imagine actually believing this. If your game needs marketing to make money, then it’s probably derivative garbage like 99% of indie games that get released and you should just give up right now.

What's the difference between rpgmaker 2000 and 2003

3

2003 had a final fantasy battle system. You're better off with MV since it brings back the system

>just follow ur heart bro
>make that perfect game you always wished existed but never did
>the effort required to make the game and polish it to perfection is 100% guaranteed to not only pay for itself in terms of time and money invested, but to also grant you a profit!
>just put your game on steam bro it's like a hundred bucks and from there the money just flows freely, you don't even have to do anything

bug fixes and battle system perspective change.

If you have the talent, iq, and skillset to make something as good as hollow knight or cuphead, then it’s going to be a success no matter what, without spending a single cent on advertising. The vast majority of people are talentless hacks who could never create anything like that though. Saying you need marketing to sell a game is just a coping mechanism for your own creative inadequacy.

>Hollow Knight had no marketing
>Cuphead had no marketing
are you actually retarded or merely pretending?

are you really so naive as to think that in this smartphone attention economy, where we're oversaturated on all sides with nearly literally infinite media to consume, that you, a guy with zero prior successes to his name, can just "make thing and do really good job" and expect for your game to stand out and become a success?

Hollow Knight had marketing. Cuphead most fucking certainly had marketing. how can you be this dense?

>go to CS uni
>I'll learn programming there
>I'll be able to complete my game
>too much work
>too many exercises
>no time for game

Attached: IMG-1251ab273d460f489fb808846d8dcfb6-V.jpg (235x214, 10K)

work on smaller games even if you don't plan on releasing them during college, then work on your big dream project afterwards. maybe prototype systems you plan on using it or something, and of course write ideas nonstop as you have them, but don't set out to make your big game while literally still at uni.

this but release your games. You never know what will catch on.

I’m not even making a game. I’m just telling you that if you think your game isn’t going to sell without putting effort and money into advertising it, you should give up right now, because your game is not original enough to stand out from the hundreds of other games on steam that you’re aping. A game that’s actually good will generate enough word of mouth hype alone to guarantee success.

The cuphead devs, for example, didn’t need to spend anything on marketing because microsoft saw how good the work was, realized it was valuable to have as an exclusive, and immediately offered them a publishing deal, even funding the rest of their development. They literally didn’t have to do anything except produce something unique and appealing that nobody else had done before, in order to achieve success with their game.

you do not understand what marketing is.

>Cuphead had no ""marketing""
>Microsoft just gave them a bunch of money to make it and promoted the game in context of being an exclusive
top fucking kek

>Try out RPG Maker
>Make a small game to get the hang of events
>One part of the small game allows you to cut the head of one character and throw it at someone
>Try making full customized sprites
>Lose interest

Attached: 1352130515395.jpg (447x453, 69K)

Still waiting for him.

No he's not wrong lad. Hollow Knight definitely didn't have any marketing when it released.

Do you know how fucked it was as an indie back in 2017?
It got released right beside BotW, Nier, and Horizon Zero Dawn. And despite trying to claw its way into public mind with the publicity because of its free DLC, Cuphead, Mario Odyssey, Persona 5, etc. were dominating the year.

Only when hype built up over the Switch did it finally gain critical mass that came like a flood once it got announced in the Nintendo Direct. Hell even Rain World that came out right after HK is finally seeing a bit more success again with its Switch release.

You’re not getting the point at all. What I’m saying is that if you can make something that’s actually good and stands out above everything else, you won’t have to worry about selling it because the product will have enough obvious value to sell itself. Whether that means easily attracting a publisher who will then use their power to get millions of people to buy it, or getting sales organically solely through word of mouth, you won’t need to spend anything to do it. If it’s good, the game will be in demand and one way or another it will sell.

I can prove this by asking you to find a game on steam that’s original, appealing, and well designed but hasn’t sold well. You won’t be able to find a single one.

Working on maps / tilesets, been busy with commissions since I need to pay my composer so I'm progressing slowly. Also here's the first track my guy did for the game clyp.it/0qvznvri

Attached: 1538768846632.png (384x439, 19K)

I know nothing about Hollow Knight but one trip to wikipedia was all I needed to confirm my suspicions that y'all are completely fucking full of goddamn shit and have zero idea what you're talking about.

>I can prove this by asking you to find a game on steam that’s original, appealing, and well designed but hasn’t sold well. You won’t be able to find a single one.
VIDEOBALL

Attached: file.png (734x876, 169K)

If I were to make yet another farming sim like SoS /stardew what would people prefer the graphics to be like these days?
Simple cutesy 2D or more 3D like the new SoS and rune factory

simple cutesy 2D

Kickstarter is marketing.
Direct is marketing.
Appearing in news at all is marketing.
Cuphead literally had a huge showcase.
You are retarded.

comfy, reminds me of Mother 3

I'm in the middle of learning some parts of linear algebra, what I want to know the most is how they are applied in games and for what reason, so I can transfer my understanding easier.

cute

thank you!

Kickstarter costs nothing. Put a demo up, and if it’s good, there’s your guaranteed sales.

I just looked up videoball and it has terrible color design, so it fails the “appealing” test right off the bat. But steamspy estimates its sales to be around 10k, so it probably made $100k, which is very profitable for how simple a game like that would have been to develop.

Would anyone be interested in a hitman like game set from 1910-1950

I actually like the look of VR games made with unity engine.

absolutely

yes

Knight, background, clouds and enemies look like they were done by different artists, they all clash in scale, color and style.
I've seen this posted a bunch over the last year, did you get some art made up front and then try to add to it yourself over time?
I think it needs a total resin to bring everything into the same art style. Plus it's really zoomed out for a game with no clear verticality

Hey the game companies hire blender users>>

i made this literally 10 years ago and gave up

Attached: trial1.gif (75x140, 3K)

Make it a switch exclusive Nintendo is doing VR again soon.

it looks better as a thumbnail

Would play if it were third person and you played as a cute ghibli creature.

Cuphead put a video up on kickstarter and got absolutely free word of mouth that went viral solely on the basis of their art and a simple prototype. That’s not a “marketing plan”, that’s just knowing that your product is good and putting it out there. The point is nobody should be focused on marketing their game, they should be 100% focused on making a good game and the rest will always work itself out.

That's why I stopped going to /adv/, half of it is dilusional guys with aspergers who ask for advice but will argue against every bit of advice that isn't the answer he's clearly looking to hear.
They just need to hear loads of people tell them to follow the path they already want to and ignore everything else.
Case in point evaxaphon

actually based

>"""steamspy"""
how about you stop embarrassing yourself and fuck off?
kickstarter is marketing and appearing in direct is marketing, ask hollow knight developers yourself

I know that's why I gave it up

>arms so short she can't even wipe her ass
You were right to give up.

PLEASE REVERSE YOUR JUMP ANIMATION TO HAVE HIS HANDS AT HIS SIDES DURING THE UP PART AND HANDS ABOVE HIS HEAD ON THE WAY DOWN.
YOU GET TOLD THIS EVERY TIME YOU POST BUT NEVER LISTEN.
I AM SORRY YOU ARE DEPRESSED BUT NOBODY WANTS TO HEAR ABOUT THAT, EVERYBODY ALREADY HAS THEIR OWN SHIT GOING ON.

Well we're not disputing that HK had tons of marketing when it eventually blew up but its initial release was literally just a measly 50 grand (+ a few more paypal donations) from kickstarter.

It had fuck all marketing during release aside from the small word of mouth it got that snowballed out of control almost half a year later. I should know because I played that buggy unoptimized mess when it first released.

Cuphead looks amazing.
Microsoft did the right thing by funding it.

no need to shout user, we can read you just fine

how the fuck do i walk? just starting with the legs then going to sway the arms and shoulders but fuck me i cant even get the legs right

Attached: japman(walk bald)-Recovered.gif (60x128, 3K)

I can guarantee that it was nintendo who approached the hollow knight devs to showcase the game in a direct, not the other way around. I don’t think you realize just how few good indie games there are, and especially how desperately a company like nintendo needs to showcase them in order to sell switches.

So like I said, if you have something that good, it will always find a way to sell itself.

yes you complete retard but what do you think the subsequent marketing was for? do you think at that point they made all the money back they needed and then some, and were just greedily seeking out extra profit? or do you think that each highlighted part of shows specific actions that were taken to raise awareness of the existence of the game and incentivize people to buy it, almost as if it's like that's what you have to do in order to turn your game into something that makes you enough money to keep doing it?

no you're right, all you have to do is come up with a "really original and appealing" game and it literally sells itself while you kick back and watch the profits flow.

ladies and gentlemen, this is what a child talking about something with zero firsthand experience looks like. point and laugh.

How complete should I make my game before I make a kickstarter or indiegogo?
I'm thinking it's gotta be pretty much complete then you can scope up based on popularity - but fuck me if I know how to get the initial interest.

I got this mess working just now so I'm posting it

Attached: extendo.webm (512x512, 1.13M)

Nobody is arguing that marketing isn’t going to be done by somebody, just that you as a game dev don’t have to worry about any of it because it will be taken care of. How is that so hard to understand? Unless you consider putting together a video your game and uploading it somewhere “marketing”. In that case yeah you do have to do something, and it’s a day’s worth of work after the 10,000 hours you’ve spent actually making the game. All of this shit is moot anyway if, like most people, you don’t have the talent and skill to even make something that people will want to play in the first place.

Make a solid demo

Rate my zombie walk animation.
Critique and criticism welcome and appreciated!

Attached: zomboni.webm (640x452, 658K)

hey user follow me back on twitter please :)

Name?

>it will be taken care of
by whom? the marketing fairy?
do you think making a kickstarter in 2019 is anything at all like making one in 2014?

this all started because someone asked how he should go about marketing his game. so thanks for restating my answer for me, in far too many words: you either shill it here if it's niche, or you get a publisher to do it for you. thanks for proving my point retard

If you're going for a cartoony feel then it looks neat.

Yeah I am!
Hoping it looks comicbook-ish when you see all the bits together and when it's all textured.

It seems exaggeratedly slow to the point of being unusable in an actual game, unless it's a tile-based game and each step represents moving to a new tile. I'd just go for the standard arms-raised shamble

Thanks - that's definitely something I've been thinking about as well. I'll play test it as is, but considering that out of the gate someone else suggested a change I was toying with, it's likely I'll implement said change.

How tough it is to learn to make simple 3d art like this? I can't even draw.

I don't have any motivation to make a game before I could do this.

Attached: moors-druidring.jpg (1024x768, 197K)

Learn to draw.

not that hard
despite what the other guy said, you don't need to draw to be able to model, they're two different skills

>YOU GET TOLD THIS EVERY TIME YOU POST BUT NEVER LISTEN.
it's like you're implying that's objective criticism and not just your opinion

nah all caps guy is same as guy making game, he's falseflagging as an angry "fan" in order to become recognizable as a "Yea Forums meme"

I severely doubt anyone samefag replies to their own game

haha yea who would do that

Just downloaded Godot and I'm going to make a 2d platformer!

Attached: 8cce3ca22a8b0fd6aea6b7a4a1e9dd98.jpg (637x923, 96K)

>wash your penis, bucko

Elves shouldn't be thicc, they should be idealized supermodels and flat as an anvil.
This is objectively true, any thicc fags poisoning elf qts need to FUCK OFF.

They're Dark Elves, user.
The Elves look like this.

Attached: 11447.jpg (700x550, 55K)

dark elves aren't fat either

Move body with the legs, slight lean into direction of movement, keep length of legs consistent at the moment leading leg nearly doubles in size.

Can settle for that, so long as actual elves are all legs and midriff rather than tits and ass.

based godot supporter

Yeah, user's DE is a bit of a landwhale.

I tried to get into game dev but realized a few weeks in that i only wanted to draw and paint things, so i bought a tablet and ive been drawing ever since.

based. Fuck Everest-kun.

I work for a small vidya company and did some character designs, constantly showing them asking for feedback.
Took a sick day, come back and theyre all being redone by someone else.
No one wants to be helpful along the way

thanks user, not sure how to do that but ll try, I did notice that the leg grows but was hoping it didnt look to bad, ill fix it since you noticed.
you an artist by any chance? im legit out of by depth and wouldnt mind some pointers

google "walk cycle"

>theyre all being redone by someone else
damn I would have felt real bad

I swear everytime I see your game user it blows me away. Keep up the good work.

good jam user

>I swear everytime I see your game user it blows me away
I dunno, I stopped being impressed by the 10th time I saw the same webm

Thanks

Speaking of dark elves. I made a telekinesis game over the weekend. I'm going to sleep now, but let me know what you think.
maakole.itch.io/elysian-rings

Attached: PenRJW.png (793x450, 272K)

Oh hey I always see your art on twitter, good stuff

hey anyone have a download for all those art assets on humble bundle right now? i make games for fun, but do ZERO art and would be useful for fucking around

Thanks, user. Makes me really happy to hear that.

Is this a platforming game? If so, then I would recommend making this game in 3rd person because platformers work best in that type of view point. (When you are in 1st person can't see your character and platforming gameplay will become much more imprecise and inconsistent)

bumperino

Most of Cuphead's marketing was the video where that "professional game journalist" played like a literal retard.
That controversy alone highly contributed to interest in cuphead and it's success success

How do I start making a game.

I could look up each individual part on what to do but I feel like I'm just copying other people and cheating. I use tutorials for the basic stuff but I don't want to rip off others. I feel like I need to know, say blueprint, inside and out by myself.

You get paid, that's why
If you aren't getting paid why the fuck not

>When you are in 1st person can't see your character and platforming gameplay will become much more imprecise and inconsistent
1st person platforming is probably easier than 3rd person 3d platforming

It's garbage. Too stiff and too stop-start. None of the motions make any sense.

A video on kickstarter is barebones, but it is literally marketing. Someone took the time to make the video, to make it appealing, watchable.

I'm not saying you should make a bad game and market it, but just stop completely disregarding marketing especially when you don't know anything about it.

>The point is nobody should be focused on marketing their game, they should be 100% focused on making a good game and the rest will always work itself out.
Even good games benefit from a marketing plan
You should to raise awareness of the game up to release day

Rewriting my event system to be global with a queue of event listeners that are ordered by priority and with a callback system. Going to change my entire flow of logic, for example damage is going from being that the player registers the weapon's impact, spawns a damage handler, and that dealing damage to the target to the impact broadcasting the event globally, the target reading the event and seeing it targets it, then spawning the damage handler on itself and handling it.

Apparently this is how proper gamedevs do it t.dude I know that works at a pretty big game studio.

Attached: 845645748.jpg (500x495, 63K)

If you are new to making games here an advice for you: Learn hot to draw/Make great art. Don't even bother with learning code. Programmers are a dime a dozen but decent artists who are willing to work on games are extremely rare to find.

So? If it works you don't need to change to what the "pros" do

very nice, seems fluid!
what is your twitter?

event handlers are fairly inefficient and there's no reason you should use them for most things in a video game
you should be able to access things directly, ie. if a collision causes damage then the rigidbodies involved should have a reference to the gameobject they're attached to so you can call the damage response directly

use 2.8

Working on a system for taking highways offline and getting ambushed while traveling on them. One might say they're lanes used for trade, and you're disrupting them.

Attached: UnderspaceLanelineOfflineNA.webm (1920x1080, 2.63M)

>decent artists who are willing to work on games are extremely rare to find.
no they aren't, you just need to pay them
same with programmers really

Programmers are usually fine with rev-share. Artists always want upfront payment. Big difference.

Everyone's "fine" with rev share for about a month until they suddenly stop contacting you

This. The thing about money is that it buys loyalty, or at least some level of commitment.

Trying to get driving controls right.

It's easier to do on analogue stick but for keyboard controls I'm wondering if I should do small 'clicks' to be small adjustments on the road, while holding down would be turning. I'm still adjusting the variables but I think I'm getting somewhere.

Here, have the "Italian car" asset while I'm at it.

Attached: Test Car Asset 2.png (640x362, 121K)

Not doing it because it's how the big boys do it, I'm doing it just because it simplifies all my systems into one. For example, if I have an armor that needs to activate an ability when the wearer is hit with fire magic, then it would listen in to the global event system. If I have a spell that reacts to magic damage and nullifies it, again the global event system takes care of it since the spell jumps the queue ahead of the creature, and, after doing whatever it needs to do, deletes the event before the creature can get its hands on it to do damage to itself. I could avoid a global event system, but it just makes everything simpler and most importantly into a single system instead of several.

The fact that a moderately big studio uses it as well is just good to know because it means it's a solution that works, at least when implemented correctly.

yeah and if you actually have a legit game you are making, revenue share is the biggest mistake you can make. pay as many people in flat one time fees.

how are you supposed to work on a game when you have a soul-crushing job that seeps away all your energy for the day

I dont think it's a good system because it turns something that requires no lookup into something that requires a lookup in an event queue, and can cause bugs due to incorrect state from deferring cause and effect (tons of games have bugs like this though)
It works but it's not good
Have the events operate on the object when they occur, don't put them in a queue

>revenue share is the biggest mistake you can make.
It's not a 'mistake', it's just very hard to get people to commit for no money up front
if you can get away with it more power to you

stop being a pussy. you have the time and energy you choose not to. if you are not using your time outside of work for personal and career development thats nobody's fault but your own.

Quit your job
Or get a job where you can do both, my friend works at a gas station night shift and brings his laptop in

>you have energy
but I don't, that's the point

then just give up and die. there is no secret. its just do or not do.

Just watching this actually gives me anxiety, it's probably the cause of your depression.

here's my shit
I'm gonna make more shit tonight

Attached: 2019-01-28 10-57-25.webm (888x500, 2.88M)

TO THE PARATOPIC GUY: START USING TWITTER. JOURNOS AT RELYONHORROR KNOW YOU POST ON Yea Forums AND IT'S A VERY BAD LOOK FOR YOU. IT'S GONNA BITE YOU IN THE ASS.

>JOURNOS AT RELYONHORROR KNOW YOU POST ON Yea Forums AND IT'S A VERY BAD LOOK FOR YOU
nobody cares

People knew Hopoo posted here and Risk of Rain did fine.

He will when he gets labelled as "the Yea Forums guy". This shit affects review scores and automatically blacklists you on many places.

You are actually going to make it. IT SHOULD BE ME!!!

you're a fucking idiot
the risk of rain guy posted on Yea Forums
notch posted on Yea Forums and added a shoutout in the minecraft title screen

>notch posted on Yea Forums
Yeah but that was several years ago and journo faggots hate Notch now.

I think that guy is full of shit, but to be fair those games are pre-Trump, which is when many leftards went ballistic.

Seems like someone played too much RE2.

true "leftards" are too scared to actually visit Yea Forums and Yea Forums isn't prolific enough for you to be "the Yea Forums guy"
it's not comparable to say, acting like an idiot on twitter and retweeting gamergate memes, which will have the effect he's afraid of

The horror game scene is full of crazy libs. You don't wanna give them a reason to blacklist you. I don't care what you think, I'm just giving advice because his game has potential.

I love you for doing this please don't fuck it up
youtube.com/watch?v=Niruwh4UwS8

user, are you trying to do old-school driving game? I gotta say I'm working on similiar concept but without driving and you have pretty much the same palette

and your advice is dumb fearmongering
>horror game scene
lol

I've seen this exact webm half a year ago, post something new finally

I have been experimenting with the UI for my undertale clone. Tell me what version is better.

Attached: Animation-1.gif (320x180, 75K)

>undertale clone
shift+delete

Attached: Animation-2.gif (320x180, 32K)

>user, are you trying to do old-school driving game? I gotta say I'm working on similiar concept but without driving and you have pretty much the same palette

Yeah I do. And this palette is just for autumn track. I have few other tracks planned, I'm trying to look through Outrun games and such to find which 'themes' would work best for what I'm planning.

The main reason why I decided to do it was because Slipstream turned out to be such a disappointment for me in terms of control.

The game is not fun if the drifting mechanic is a complete ass and slipstreaming usually results in banging another car's rear.

In all honesty I'd settle for something akin to Lotus I-III on Amiga or Cisco Heat arcade

Nobody is going to play my game, why would I work on it. Nodev is the true way, you all know it deep down.

Attached: 1515223826593.png (633x758, 320K)

>one allows you to see all of your options at once while covering nothing of value
>other requires you to scroll
hmmmm...

that shouldn't deter you if you're having fun
everyone makes hundreds of shit games before make one someone else wants to play

You should see what actions are availible to you all at once, so first.

>undertale clone
this better have cute girls in it

Oh and the renderer I've wrote for it is completely software with no OpenGL components using SDL.

I'm still trying to redo it using scanlines instead of quads, since it would be faster.

Attached: Road Rendering.webm (640x512, 1.66M)

>Rabota
You really want me to work in your game?

TFW I want this more than I want banner lord, tfw it's probably gonna take another 2 years for the full release.

Attached: 112.gif (300x232, 3.8M)

I don't get it. I haven't played either the original or the remake

At the very least if I fuck it up, it would be for different reasons than Konami would with ZoE3.
It's not 1:1 to ZoE2 though.

Attached: 2019-02-05 09-31-15.webm (1280x720, 1.31M)

Ok user, now that's one sexy looking renderer. One question, is it working in full speed in this webm?

>I don't get it.
There's a bonus mode where you play as a giant piece of Tofu which looks exactly like your player model .

Attached: tofu jiggle.webm (1280x720, 554K)

Since it's for the Job system and its set in Russia I thought it would be appropriate.

Attached: Title.gif (320x180, 56K)

Is this some of that famous japanese humor I keep hearing about?

I think I had to cut the framerate in half for the webm. It looks way better on the PC as far as I can tell but I'm still not happy with few things about it. As you can see the 'speed steps' are kinda bad over certain speed and cause that weird "We have to be going backwards" illusion. On slower speeds it looks a bit janky.

I think I need to tweak PlayerSpeedIncreaseY and PlayerSpeedIncreaseX values at this point

An user posted a tactical game video he was working on some time back. It was a team of 5 including some Contra dude and a mouse pointer and they were fighting ninjas. I really wish I would find that project again it looked fun and the music was fantastic.

It was originally used to test hitbox and collisions, they put it in the game as an extra mode for shiggles.

Remember all those conventions? Thats marketing. The updates? Marketing. You're saying that word of mouth just happens and takes care of everything when it does not 'just happen.' You gotta work both in making the game and getting people to know your game exists.

Did you play Monolith, for example?

English

>bonus mode where you play as a giant piece of Tofu
That's pretty funny. I made that model in late summer though, so it's pure coincidence. (needed a new placeholder, used a box since I was tired of looking endlessly for ideas)
I'll probably throw it back in the game as a secret boss, kind of like Bernard in Furi.

Uh oh, you shouldn't have said that! I'VE GOT A BONE TO PICK WITH YOU!

Attached: Spooked (12).gif (600x338, 3.8M)

>Robo skeleton dating sim.
Go on ...

Attached: 61.gif (486x205, 1.68M)

is not washing your penis really a thing people do?

Make it at least to where you can make a demo for people. Maybe join a gamejam or if you havw a friend with a youtube channel to run it.

I wish I liked math enough to pay attention to it when I was young, and that I liked it enough to want to study it, but neither is the case, which is sad, since I'd probably be coding AI to try and make one of the most enjoyable shooter AIs ever. As well as making mods for games like half life 2, to give ai the ability to climb through windows and move props dinamically. If only ...

Attached: Stop this feel.jpg (600x315, 16K)

hi

Attached: Untitled game about flicking an elf.webm (512x288, 2.78M)

Thats a question only you can answer. Maybe find the time, try to relax before working on it, take meth, or simply try a little bit each day until you have a routine down.

Great

Attached: hqdefault (7).jpg (480x360, 28K)

>to give ai the ability to climb through windows and move props dinamically
I'm a programmerlet, but I doubt that involves complex math.

learned how to code and went i to semiconductor industry.

cons: not making vidya
pros: not working with Sjws, trannies, and white nights. making more monwy and working less "crunch"

videogames are a lie. do something useful if you can code, make videogames as a hobby/potential side business

Wait they let you change camera perspective now?

uhhh working on this guy today

Attached: spr_ghost_wizard.png (128x32, 1K)

Programming games actually doesn't involve high use of math. Its actually abusing math to go wrong in the way you want.

So learning proper math would have made you hate videogames, anyway.

What you want is flowcharts.

You mean coding the combine to use climbing nodes/interact with props, telling them what animation they should play when using said node/prop, and in what circumstances they should/shouldn't do the action, wouldn't require math ?

Attached: Feels Early.png (511x428, 252K)

I agree and disagree. Math is useful if you write renderers from scratch. Game logic wise it's not needed.

how does any of that require math, except pathfinding

Yes, none of that requires math as far as I can tell.

Yeah I'm making it using Flash and Action Script 2 because I'm an old boomer who's too lazy to learn new things.

Attached: video_2019-02-25_13-43-13_6.webm (1280x720, 2.94M)

need to work on a title screen now

Attached: dhc-2019-02-23.webm (960x540, 722K)

From what I recall it's always a case of, to program AI you need "to know math, you better know coding, and math bros, you're gonna need to know math for this." I've looked up tutorials and such, that goes in depth, but good luck with that, not to meantion I have no idea where to start with coding and the likes, it just all seems so overwhealming. I do enjoy learning about AI but when ever they go in to detail, I get lost.

Attached: Feels Shrug.jpg (546x550, 51K)

monolith is gay, add more waifus

tfw too dumb for math

Attached: 1530932424506.jpg (750x674, 52K)

>Want to be a videogamedev
>Look up how that works with taxes
>USA will tax 30% of all your income generated in the USA, which will most likely be majority of sales
>My country doesn't have a treaty to reduce this shit
>On top of that you have to pay income taxes in your home country too
>No to mention 30% steam cut
Feels bad being a thirdworlder

Then learn it dumbo there's a million courses online paid and for free for you to take, why the fuck are you whining about being stupid?

Just put it on the Epic storefront :^)

He's here to post wojaks for (You)s, stop feeding him.

>tfw no art
>tfw no music
>tfw when no marketing skill
I'm going to make it.

Attached: 1539375640187.gif (540x302, 3M)

>tfw partnered with a non eu euro and we can run company through my country and get 30% more money because no burgeristani taxes

Attached: 1351162372951.png (1100x1200, 386K)

What country, user ?

Attached: 1548262450181.jpg (247x168, 13K)

Need to go back to my game. Got dialog and quests working than had to attend to other things.

Attached: tRPG item drop take.webm (276x484, 730K)

Not that guy, but why?
The only difference is shittier controls (though you can reset most of them to the 2.7x standard), bad stability and a prettier viewport.

I hope this post is bait.
If not, you're extremely worthless, user. Give up now, and never mention your plans to anyone. You're just going to disappoint them and make a fool of yourself.

I bellieve that many older racing games didn't care as much about it, even in real life you'll get an illusion of no movement or backward movement when looking at spinning tires for example.

>fingering elves

Have been through this so many fucking times. Faggots are too insecure to voice opinions before the work is completely done, and then expect you to start over from scratch.
What the fuck is wrong with these retards?

Posted wrong thing.

Attached: Screenshot_20190218-215433_Brave.jpg (1079x2094, 377K)

Got some good feedback and have been going around deleting and moving lights.

Attached: spellfist_halls5.jpg (1536x1172, 1015K)

You don't have to pay for mediocre bleep bloops. Just like do a quick google search, idiot.

I suppose it's as easy to say learn it as it is to understand you don't like it enough to actually commit a large portion of your existence to learning something you dislike. Personally, I can't every time I even think about it, I just imagine my self being 40 and having used all my time to figure this stuff out, now that I'm out of the educational system and pretty much forgot everything that I didn't like. And can't see my self using such a large portion of my life to le learn it, while also using a large portion of my life to do my current job. It's pretty much, no burning passion for something, no point.

Attached: 683344542322.jpg (400x400, 25K)

I don't think any of anons posting here work full-time in vg industry, it's either college students showing their semester projects, NEETs having too much time on their hands or full-time employed coders that do hobby projects in between tasks

I don't want to use public domain music, I want a unique soundtrack for my game. Also I'm working very hard for it, thank you, I'm not an idiot

Good luck fren.

Attached: Cat (228).jpg (640x889, 31K)

so, which looks better? (please ignore the placeholder assets)

Attached: comparison 1-0 and 2-0.jpg (1920x2164, 1.21M)

>want unique music
>commission generic music
Good job

Simple AI is simple to write, complex AI might get some math equations to be solved but when you're at that point you should already know how to implement it. Start with simple AI and build on that.

I don't get what you're saying. You don't like it, ok, but it's not generic

python

Top is generic, bottom is old-school enough to be fresh again.

You're not wrong. Either way other than driving there's gonna be something like 8 drivers and 6-8 cars to choose from and a career mode where you participate in races around the world and make cash to get ready for the cannonball run final.

I finally the light at the end of the dark GUI tunnel.

Bottom by a significant margin.

It's extremely generic. Are your ears okay?

Yes

>add 30% + 3$ cut for sales in US
Suddenly you swim in monies, that's why russian steam/mexican/brazilian accounts usually get games twice cheaper

Hey, does anyone know what game is this, or who used to work on it?

Attached: 1546862486648.gif (288x240, 1.25M)

doubt.png

Just another long abandoned AGDG vaporware demo

what should I do then? Use public domain music that other people will use in their projects?

hand draw a billion 2d sprites or learn to rig 3d models?

Been getting a pretty decent following lately, may as well shill on Yea Forums a little.
gamejolt.com/games/horrorvale/366063

Attached: Yea.png (645x511, 121K)

If you're not going to have any especially nice music anyway, I'd say yes.
You can also buy licenses for music from archives - Much cheaper than commissioning stuff.

Yea, maybe I'm thinking too big. I mean, I started learning how to use the hammer edditor from nothing, and now I'm trying to build map layouts that follow a fear esque map design, focusing on giving the AI multiple routes to do their job, optimizing the map for best performance, and how to add detail without creating pathing errors for AI. M-Maybe one day, I'll be that guy.

Attached: Feeling Down.jpg (653x490, 95K)

Good stuff, what are you making it with? I assume RPG maker and mspaint?

omg this is so cute

RPG Maker.
I use Paint Tool Sai for all the art.
(The pic I posted is fanart though)

To be fair, the jumping animation does look reversed.

Attached: 1548034592884.png (300x310, 7K)

oh shit, you got featured by nitrorad, how did you do it? (besides actually making something interesting)

Wait, you can use Sai for pixel art? That's cool! How did you set that up exactly?

alright, thanks for your feedback!

I like that music, and other people told me it's good before. I don't think I'm gonna change it unless everyone tell me it's shit once I post it on twitter

Hey that nitrorad guy is following me on twitter, how popular is he?

cooking with tracy
pikopik.itch.io/cooking-with-tracy

horror rpg maker games are nitrorad's shtick

oh, and I thought it's some bizarro end level with this color scheme. Seriously dude, if it's your first level you might reconsider

Literally just e-mailed him and asked if he'd check it out and he did.
There's a tool on SAI called the Binary Tool which just cancels anti ailising, so I use that. For maps I use a 32x32 grid overlay.

>And journo faggots hate Notch now
So? He has about two billion reasons to not care what game journalists think about him.

>who used to work on it?
that person has been gone from the internet for more than a year, no-one knows what they're up to now if at all

Yeah, it's hard to not hate people that are so much more successful in the industry

Death to elves!

Attached: gavlanwheelgavlanfeel.jpg (1082x544, 57K)

Danke

ur welcome

Attached: 1506875377974.webm (960x540, 262K)

based and dwarfpilled

decently, and he does good videos on indie games.

check out that dude's game's video.

youtube.com/watch?v=ebqDTNmcchw

sweet.

More dwarf games are welcome!

Attached: Aaaaye.jpg (618x504, 38K)

Germany

>no-one knows what they're up to now
>they
Stop talking like a tumblrina, you absolute faggot.

That's really nice. I don't have a demo out yet but he has already expressed interest in my game, I hope he'll make a video about it in the future

What are these many places? The only place that really matters to me is Steam when it comes to that stuff.

>Kickstarter
Don't taunt me user, or I'll do it!!!

Hey, thanks for the encouragement. Hopefully the basics of my game will be balanced enough to have interesting content and still being small enough to not overburden myself with crazy features.

so, what would be better for exposure? Kickstarter or Patreon?

You got it good my friend.
At least your corporate tax rate is slightly lower than in other EU countries.

What you can do is establish an Ltd through UK and tax your income there.

complex video game AI doesn't require math

>"Pathfinding algorithms sure are fun"
>t. noone, ever.

A* is about a paragraph of code and you can use it for everything

Basic A* is
When you take into account that characters block each other and certain characters are limited as to what areas they can go through and that terrain can be built and destroyed it becomes a fucking pain.
I mean the math is easy, it's just a grind to write all this shit up.

That's exactly the same algorithm with a different weight function

No it means every npc is going to need their own grid to navigate and that they each will be changing constantly.

>whining about something as simple as basic A*
Nobody uses plain A* nowadays anyway.

>Nobody uses plain A* nowadays anyway.
On the contrary, everyone does

You really haven't thought the problem through if you think you need an individual grid for each character

Navmesh is the objectively better pathfinding algorithm.

'Navmesh' isn't a pathfinding algorithm, its a graph structure which you run a a pathfinding algorithm on (like A*)
the brainlets in this thread

I've been thinking it through. They obviously can't navigate using the same values as each other because they're not supposed to be capable of crossing through the same areas as each other. Having to check and change the values of each cell each time each npc wants to update their path, which is going to be happening constantly, is not going to work for me, they need their own grids with almost all of the information in their when the map loads.

>Having to check and change the values of each cell each time each npc wants to update their path
that's not how you do it
you have an array of flags for each cell, and you have an array of weights for each agent, and to calculate the cost of each cell you check all the flags and apply the appropriate weight if the flag is on

>>On the contrary, everyone does
>plain A*
No they don't, retard. There are dozens of optimized and superior solutions, not to mention a lot of pathfinding that isn't A* such as flow field or DLite.

You optimize A* by optimizing the graph structure and the heuristic, the algorithm remains the same
flow fields are generally an RTS thing, most games just use A*

Hand drawn backgrounds or 3D enviroment? Nowadays kids hate 2D backgrounds, so I don't know.

Attached: plastic hate.jpg (480x465, 21K)

There is nothing wrong with hand drawn backgrounds, but take whichever you are more comfortable in creating.

Redpill me on Godot

Attached: godot_logo_big.png (1054x1024, 43K)

Why are you talking about shit you know very little about? Are you saying LPA* is the same as A*? The algorithm is not the fucking same, just similar, which is why it's called LP A* and not something else. An example of what you're talking about is JPS, but graph optimization is part of the path-finding solution, you can't arbitrarily exclude it.

Attached: 6367485685.png (356x245, 25K)

it's shit

what kind of game is it
are you using 2D or 3D for the characters

Attached: bof3.gif (542x307, 1.91M)

>TFW you have a good idea but you are a talentless lazy bum

Attached: 1538074153932.jpg (748x574, 27K)

How do I find a composer?

Making games is a skill, not a talent.
You can do it if you try!

Attached: Nepnep okay.png (370x320, 21K)

>flow fields are generally an RTS thing, most games just use A*
Also this isn't true, flow fields are great for any dynamic terrain and/or when you have many pathfinders looking for a common goal. There are plenty of strategy games where a variant of A* would be more suited, and plenty of other games that would benefit from developers not just going "that'll do" with pathfinding and actually implementing proper flow fields instead. Most use cases come out of strategy games yes, but those are games too, so they count just as much as the rest.

This is such a lovely side of Yea Forums. I hope it never goes. I'm gonna need you guys' help for when I start making my own game.

Attached: 94a63a78f6b75f56b773b4cd7cce658e.jpg (271x435, 15K)

3D for the characters.

See

there is absolutely nothing wrong about washing your privates.

Also, if you are a weeb, read Marie Kondo.

>Why are you talking about shit you know very little about?
I've been doing this shit for years, you sound like a university graduate waving their book knowledge around
>Are you saying LPA* is the same as A*?
No, but if I understand it correctly it doesn't seem like a good fit for video games
>graph optimization is part of the path-finding solution, you can't arbitrarily exclude it.
I don't consider it the pathfinding algorithm no, it's the same algorithm with a different dataset

>when you have many pathfinders looking for a common goal
yes... RTS games
flow fields are less efficient for action games with a small amount of agents, ie. most games

that looks pretty neat

>Not selling pirated copies of your own game in the street to get 100% of the profit and tell the government to fuck off

Attached: ur.jpg (684x575, 292K)

What do you mean?

Is gamemaker free? Or should I just use unity?

How do I get YouTubers to shill my game? Should I just e-mail them?

no it costs money

Guess I'm making a low poly srpg then

Basically yes, you have to email them and hope one of those is interested

Hehe, that looks really fun user!

Attached: 1550781076329.jpg (260x260, 19K)

Maybe Godot would suit your needs for gamemaker but free?

Thanks user, will get to it at some point.

How would you solve this?

>Your goal is to print the correct picture with "showpicture("filename.png")"
>You have three variables. Age, pose, clothes.
>You have three fashion models. Age 22, 25, 27.
>Each model has three photos in different pose. Standing, sitting, lying.
>Each pose has three pictures with three kinds of clothing. Dress, coat, shirt.
>Three models, three poses, three kinds of clothing.
>You can name the image files whatever you want.

Your job is to just make the function for showing the right image. My game uses something very similiar and I want to see how other people would do this. Want to know if my solution is retarded or good.

Attached: gp.jpg (1200x948, 127K)

Fuck me BoF3 looked great.

use a string delimiter like "25-standing-dress.png"

In which statement?
If you sell games in the US they tax aditional 30%, so make your game pricier and add +3$ bonus for yourself (since 100% - 30% = 70% but 100%+30% = 130% and then deducting 30% is actually taking 39% so you'll end up with 130% - 39% = 91%, so add 3$ that will also be taxed 30% so you have 91% of initial revenue and 2$ for evening it to 100% of original price).
When talking about regional pricing, russian region has better deals than US, since these 30% aren't paid there (and probably because otherwise people from these regions wouldn't even buy these games in the first place). Your typical 60$ game is being sold in russia for 2000 rub, which translates to something about 30$, see pic rel for relative prices, in some cases you can save four times more money if you buy through VPN

Attached: pricefactor.png (939x166, 33K)

I used /agdg/.

Sure you could just pay for a license but there's something about custom made assets that make me happy inside.

yeah this is probably the way to go. Easily expandable too

Thank you. My solution was exactly the same.
when I was starting with programming, I actualy tried to the entire thing with case / if statements. Felt like a god when I shrank 2000 lines of code into 20.

Attached: Guinea pig.webm (640x360, 560K)

good on you for learning user :)

Thanks for the clarification.

The thing about programming is if you're constantly repeating certain kinds of code until you start wondering "can't this be done in an easier way" the answer is always yes, it can. The people who don't ask this are Yandev or Indian kinds of incompetent.

Yeah, I get you user. Which is why I want someone who actually knows how to make music to make a few tracks for my game even though it's free. There's something about shit in the public domain that just give your game a cheapish vibe especially when everything else is hand-crafted. Did you just post in /agdg/ looking for a composer, then?

Attached: 1530378809594.jpg (615x334, 43K)

just google it dude there's sites for this

Yeah I asked around in the Discord and someone recommended me another user who has been doing excellent work so far.

I don't know, I've never seen a finished godot game.

I'd just be autistic and do array, values from 1 to 9 would be for first model, 10 to 18 to second model and 19 to 27 for third model. Standing would take 1-3, sitting 4-6 and lying 7-9 and so on to other models, and then dress would be 1,4,7, coat 2,5,8 and shirt 3,6,9.

That's what I both like and hate. I like it because it feels really good improving old things you did. And I hate it because I spend way much time on improving old stuff instead of doing something new.

Well, there are plenty of debates about when the optimal time is to optimize your code that I won't go into here

>Stop asking about game dev in a thread about game dev

I'm reading a guide about c# basics and just downloaded Unity. What else do I need to make a game? How do I create unique characters and assetts?

Become the first!
but you have to compete with me for it

I'm crippled by this, I constantly think of a way to implement something but then think it is not good enough.

this isn't the 90s, it's not polite to ask questions that google returns the first answer for, there's dozens of sites for that very purpose

You draw them.

>how do I create unique characters and assets
depends on what kind

eventually you develop and intution for that and you just know without having to think about it

Well I want to make anime esque characters for a third person shooter. Do I need photoshop? Blender?

wait I'm getting mixed signals here. so what is better, commissioning music or paying a license to use archive music like this user said?

you'll probably win. I can program but can't write or art. I really wanna make something so I could collaborate with others.

If you have an actual game people will be willing to make music for free or for revenue share
musicians are desperate for work, don't cuck yourself into paying for it if you don't need to

That sounds like a good start

I think most players would agree that the game having its own unique OST is better

>It's not polite to ask something specific in the related thread and get first hand recommendations based on personal experience
Come on user, don't be a faggot. The guy probably did google, but in any case there is nothing wrong about asking here, and it also helps the rest of us.

Ok, thank you. And I also agree, I got contacted by a lot of musicians as soon as I started posting my game on twitter

These types of games are more fun in first person. You can more easily gauge where you're going to land just by looking down.

This world needs more games like SEUM: Speedrunners From Hell.

photoshop or blender?

Shill your game here pls?

Both? I don't think Blender has a good texture editor

a big part of game devving is googling almost everything. Don't feel guilty.

what is the purpose of both tools in terms of a 3D game? Please respond.

Walking animations are really hard, specially for someone who doesnt know animations. Search for animation cicle turorials and practice like a motherfucker until you are happy with the result

I already posted it I was the one talking about my shitty music with the other user

PhotoShop is good for textures and other 2D stuff (although there are free alternatives like Inkscape or GIMP) and Blender is good for 3D modelling and animating, although not the industry standard the way I hear it. Blender can also used for making 3D games although with little native support

But copying is the only way of learning the basics, in anything. If you want to learn how to compose music for the piano, first you need to know how to play the piano, and for that you need to first play music made by others.

I make games for myself. If someone plays my games thats just a bonus for me. Obviously I wanna earn money one day with this shit, but at the moment, I make the games I want to play

i want to get into vidya making but math is the largest boulder blocking my path. things like programming a homing attack requires the pythagora's theorem already makes me feel dread.

can someone point me to begginer math for brainlets like me?

What else is used for 3d modeling then?

Good artists copy, great artists steal.
Remember that, user.

Not him but from what I hear, Maya, 3ds max, zbrush. I'm still doing basic Blender tutorials but I hear those programs mentioned a lot.

Finished modeling a mech. That's the fifth one, one more to go (for now).
>Next: texturing 6 models
oof

Attached: Crow.png (941x839, 109K)

Grade school

Attached: 14b.gif (607x609, 514K)

don't try and learn math first, start programming and figure it out as you go. Doing it with a defined goal and application in front of you will both give you a reason to learn it and also cause it to stick in your mind much better.

>the pythagora's theorem already makes me feel dread
What the fuck nigga

Which is the best 3d modeling program then if not blender?

am I a bad writer for taking characters from other places and changing them around a bit and using them as my own

3dsmax

everyone does that, it's making it better than the original that matters. if you can't do that then it's not worth it.

I've never seen writers actually say that though, do they just keep it a secret?

I'm 29 and forgot everything I learned in middle school. Good luck.

>what is Romeo and Juliet
>what is The Lord of The Rings
stolen and modified ideas

So i should use that instead? Is it more complex?

stolen from where

Making a shooter with a friend

Attached: 7ffae5c3e5a3b7da45732742f9389841.webm (398x460, 1.71M)

it's down to preference really

Houdini.

I started learning c# a month or so ago. So far I've learned about all the different terminology like int uint obj etc and how to do very basic commands like writing strings, loops and solving math problems. How much more do i need to know before i can start making games on Unity?

you can use unity and learn programming as you go

Looks pretty fucking neat

if you're a college kid, use Blender.

if you're planning on working in the industry, learn 3dsmax.

Thats what i figured. I wish there was a c# tutorial that focused solely on what I need for scripting in Unity but i guess I'll just tinker with it and learn everything anyways.

people in the industry use maya and zbrush as far as I know, 3dsmax is for boomers

If you are a noob you can skip the obsession and go with blender until you can do basic stuff, then try others if you want. Some things might change but a lot of skills are transferable.

Anyone here who has gotten a degree in computer game science or a similar degree, was it worth it to progress your career or make you a better developer? Right now I'm just doing regular computer science but was thinking of switching.

Don't ever consider getting a degree with "game" in the name. They're worthless.

Both Epic and Valve use 3dsmax, and with Autodesk owning both Maya and Max, there's literally a "send to Maya" button.

nevertheless, Max is for modelling, Maya is for animation, not sure why you're bringing Zbrush into this, because if user learns the modelling pipeline backwards, he's going to have a really bad time, like not understanding howto unwrap Uvs properly.

If you want to be an indie developer you need to be self-motivated and school is irrelevant
If you want to work in the industry, a CS degree is fine

Game development degrees are a meme.
Get a normal CS degree.

We try.

Attached: jebaited.webm (480x270, 2.92M)

Either stolen or independently thought but already made.
>Salomon saith, There is no new thing upon the earth. So that as Plato had an imagination, that all knowledge was but remembrance; so Salomon giveth his sentence, that all novelty is but oblivion.

Giving a new meaning to "floaty platforming", huh?

There are new things on the earth though, I have plenty of original gameplay ideas but I'm worried my stolen and modified characters might not be good enough or people would even notice where I took them from

Is this porn?

I liked MDK too

Another noob question, do I need a drawpad to use blender and do my PC specs matter at all? I'm using an old gaming PC from 2013.

Then git gud and add enough original stuff to hide it. Or cower in fear of failure and do nothing. Your call.

Nope, just an attempt to make a cute game.

Attached: course1_remake2.webm (480x270, 2.9M)

The fat guy reminds me of the fat monsters from Klonoa

dummy, don't steal entire characters. steal traits.

You realize most stories are basically a hodgepodge of pre-existing ideas, right? What matters is you taking from different sources to make something you can call your own, it's how famous authors like Lovecraft, Roald Dahl, Charles Dickens, Stephen King and a fuckton more operated. No one gives a shit if you're making yet another Harry Potter ripoff but if you take that as a basis and mix it with a bunch of other shit, it'll stand out on its own merit and become something people will be interested in.

Yes, mostly for career progression because it gave me a lot of contacts.

"traits" are so generic that's not even stealing

How come these threads are so friendly, while the general is a toxic wastepool?

>I still can't figure how to make the character jump on slopes
Now I understand the Mario Maker devs.
But seriously, my character jumps based on his Y velocity, which is pretty idiotic, and he obviously can't jump while going up or down on a slope. What can I do to code something less shit?

Attached: 5aa.jpg (600x600, 55K)

I realize that but I'm interested in hearing about some actual examples

Currently making some VR prototypes in Unity for my end of degree project. Anyone here who has done VR deving before got any tips for me? Already using VRTK btw.

There is always the occasional asshole even here

depends entirely on how you're detecting collisions and moving the player
generally speaking, the player needs to stick to slopes, and not fall down them

Avatar by James Cameron off the top of my head. Quentin Tarantino is extremely famous for this and even acknowledges it, calling them "nods". The thing is with Tarantino is that he's embraced it so much that it's become his style. When we think of Candie's death scene in Django, we don't think of the death scene from A Professional Gun. Why? Because even though he stole it, he made it way better than the source that all we remember is Tarantino's version. There's a thin line between inspiration and stealing.

Another example is Reservoir Dogs basically ripping the plot, story beats and visuals of the Hong Kong crime film City on Fire wholesale. Thing is, it's way fucking better than City on Fire which is why we remember it. Don't steal if your thing is going to be worse than the original, or better yet, steal from so many sources until you make something that is practically unrecognisable and something you can call yours.

thanks

because /agdg/ is full of nodevs

I'm using Unity and basically the character is a rigidbody above a solid ground.

Attached: AAAAAAAAAAAAAAAAAAAAAA.png (416x424, 168K)