Why aren't you making a game, Yea Forums?

Why aren't you making a game, Yea Forums?

Attached: 7278133721516720904gol1.jpg (1024x630, 192K)

Other urls found in this thread:

kronbits.itch.io/pixatool
paulojlopes.itch.io/all-day-dying
store.steampowered.com/app/12120/Grand_Theft_Auto_San_Andreas/
github.com/NEET-FEET/That-Fight-When
twitter.com/AnonBabble

I've started and abandoned about seven of them.

They get really big really fast.

what software is this OP

I'm neither gay nor a trap.

Godot.

Because I cant code, I had it for years at school, always barely passed, hate this shit.

Yeah you're just a lazy fat fuck

I am, in godot no less. It's just that my stupid grade thesis is getting in the way

>Don't know how
>Too lazy to learn how

But I'm

blueprints

Can't code, can't art

I'm not sure if I even like to make games. I've made a game before but I think that the really gamey stuff is something that I just don't have much creativity for. I like drawing and stuff like that so I'll probably just stick to that in the future.

because i dont want to

you can learn

I am but it's mobile and does not contain waifus so Yea Forums wouldn't like it.

how do i get better at art

>isometric view

Attached: 1532192608104.png (640x715, 571K)

Your shitty 2d retro wankery is as much vidja as me fucking around with 2 open chords on the guitar is music.
Stop bragging about making your game when you cant make something anybody wants to play.

Attached: deniro.jpg (667x375, 51K)

I'm in prototyping hell because I can't commit to a single concept

I am making a game.
It is fun.
the game making that is

>does not contain waifus
what's the fucking point then?

the OP's pic is literally from a built-in demo for Godot

Because I am actually training to get into politics and I am studying how influences a person's politics and how politics influence video games.
>exhibit A: how the Metal Gear series are popular both among left and right wingers
>exhibit B: how localisations modify the original vision of the creator and how things get lost in translation
>exhibit C: how VR may actually fix obesity problem or might even be used for military purposes

Attached: virtual-reality-gaming-treadmill2-640x533.jpg (640x533, 57K)

I have some electives to fill in Uni. I took a coding course, I was pretty good at it but it was super basic stuff and I don't have much of a math background. I can't risk my GPA pursuing it. I might take a 3D modeling class though, it looks fun and I need a creative outlet. 90% of the offered electives are
>History of woman and Islam
>Learning the Rich Culture of Africa
>Politics, Immigration, and Police Brutality
So just taking random shit to learn the basics of a skill is pretty alright.

Do you ever share your music with anyone, user?

>make game
>pour hundreds and hundreds of hours into it
>realize there’s a game with the similar concept that does it 10x better

yep i’m never doing this ever again

>been learning game dev for years
>whenever I feel like I've reached a milestone there's always more and more
>still feel like an idiot who doesn't know anything

does it ever get better?

How videogames influences*

Where, how, what program?

I can barely work up the motivation to brush my teeth, let alone learn an entirely new set of skills.

>make a game
>know everything about the game
>game will never be fun for me

>does not contain waifus
You are making a mistake.

No because its shit.
When it gets good I will probably :(

>Have RPG Maker
>Never sold a game on it
Maybe it's time i man up and do something about it

Attached: 1518660187279.gif (311x211, 2M)

practice

wow this is godot? nice

I am

Attached: screenshot001.png (1920x1080, 679K)

do people actually sell RPG maker games?

Because I'm a loser and a huge piece of shit that will never accomplish anything in my life and deserved all the awful shit and mockery that happened to me in my childhood.

yikes, yikes and yikes
yeah, take the 3d class user

I have zero ideas, zero skill related to developing a game, and zero artistic skills.

A couple that come to my mind are LISA and Fear & Hunger

All the game ideas in my head would require a major studio and AAA budget to make.

based

yes and they're almost guaranteed to be shit
especially to the moon

>I have zero ideas
I don't believe you

I'm dumb and I've got no patience

no one starts out with the skills to make video games
start learning
if you dont have ideas, well there are plenty of idea guys to go around

Making it.

Attached: muswiz_shrooms_01.jpg (1375x774, 388K)

Where can I find a place to contribute to a game? I make music that i think would be fit for a vidya OST but know nobody who makes games

because I haven't met someone with similar goals and interests to make my furry VR sex sim

I played through Cave Story on hard last weekend and it really got me in the mood to pick up game dev again and just hammer out some neat jumping and shooting physics, play around with it a bit and take it from there without any grand plans in mind.

Attached: 20190224132116_1.jpg (1920x1080, 178K)

I get spammed on twitter on the regular with various amateur VA or music composers.

Just filter by indiedev hashtag and spread the word.

2d retro wankery sells pretty damn well

But 2 chords song is real music then.
Because music anybody wants to listen is 2-3 chord crap.

Nice shrooms user

Pandering to lowers common denominator is nothing to be proud of.

I remember seeing the untextured version and the absurd tri count, what kind of game is this gonna be for ?

Sucking big companies' dicks is nothing to be proud of either

Neither is sitting on a high horse pretending you're better than others

should i learn to code before i make a game or is it something I can learn while I make the game?

Agreed but its still better than making Retro Inspired 16 bit game number 31654156123 for 15 dollars now on sale for 5 on steam.

is there something 100% coding based like monogame but slightly higher level and less annoying? I hate unity and I'm looking for something new

Actually no, if that's your passion in life, go for it. Far better than jerking off and shitposting on Yea Forums. Plus you actually have a chance to produce a solid game eventually - every artist is shitty at first

Get some basics so you're not gonna do dumb shit.

I'd advice you to stick to Monogame/XNA/FNA (they are all the same anyway) since it's the perfect level of letting you do shit on your own while taking care of the low-level stuff, but if you insist, maybe try out one of the JavaScript frameworks (or vanilla JS)?

They dont sell their practice art tho.

Just started with Godot here, how can I make a sprite (let's call it sprite_01) move to the left when I press the left key? Using GDScript btw

Oh please
Our of the thousands of 8bit 2d indieshit platformers hitting the steam store, how many make the dev actual money?

Now how many make so much that the dude who made it earned at least about 10 dollars per hour spent developing it?

>Godot

HAHHAHAHHAHAHAHHAHAHA

Attached: c43.jpg (450x450, 30K)

What's wrong with it?

This, I'm just starting and I fear my game will feel like a starsector knockoff. Still gonna keep at it and try my best to make it its own thing

One day maybe

Attached: Untitled.jpg (1350x1014, 432K)

user, that's a sample project in Godot

Attached: 1548193994694.gif (500x500, 11K)

gimme the one in the middle in the back please

if Input.is_key_down(KEY_LEFT):
$spriteNode.position.x += speed

It's comfy

Do you even RJ?

I fucking around in Unity because I don't know what to do, I am thinking about a waifu dressing game because my gf can draw the art for me but I don't really like that kind of games

The free tutorial is absolute dogshit

Lack of documentation is the only significant issue I see brought up.

That's a pretty big issue

And the documentation they have is not that good as well

I need some ideas for a game. I am a full time application developer and I have experience with unity back during college. I have a 2D artist to help so I am limited to 2D stuff.

Nothing. But there's absolutely nothing that it does that isn't done better than by other engines.

its only 200k before its optimized. VR mech sim.

I'll try it later, thx. btw, does this "animate" in a smooth way? Like, if I hold down the key, it's only a constant movement without acceleration?

So, it's not bad for someone learning gamedev?

holy fuck, adds in reply window now? fuck you 4channel im out u pieces of shit

Here's the thing user, you don't have to know everything. Renaissance men like Pixel are super rare. Most solo devs have a good vision and then do their best to realize it. If no one can see how shit your codebase is it doesn't matter

If you're strictly choosing an engine based on the learning materials, you don't pick some obscure engine with no games

game with permadeath where you start fully clothed but the further through the game you the lewder it gets. if you're good enough to beat the final boss you get an H-scene

Yeah it is.
It took me way too long to figure out how to import a textured cube from blender.

I want to make one of these.
What engine are you using and how easy is it?

reminder that posts like this are made by miserable losers who, regardless of their accomplishments, will still be miserable and go unfulfilled

Planescape Torment-style RPG with stylistic inspiration from '80s heavy metal.

I am trying to add fighting game tech in a 3d game like in DMC and GodHand
should I just research how to play fighting games or is there a video that shows different mechanics

It has it's own code language which is shitter level at best. You won't know how to work on anything else outside of it as you would with another language such as C++.

Attached: 1549028459711.png (708x1000, 1.16M)

>Want to make a RPG
>All the assets and textures in RPG makes looks like hot shit
>Can't draw
Some day

I like coding and can sort of art... I've always wanted to design games or animate but had to choose a different major recently so I could secure a living

Is it possible to do it as a hobby?

The games I wanted to make have already been done by others.

Like you, you fat nerd.

it's just a bunch of hitboxes and animations

One of the artists I use actually does some lewd and hentai stuff. I have considered making a game like that, but I don’t really want that to lead back to me.

>I like coding
It's called programming kiddo and no you don't.

Attached: 1313.png (594x422, 207K)

In this case yes, since you're adding a fixed ammount to the sprite's position.x value with each frame, the end result is a linear function.
Iw you wanted to do acceleration you can either replace += speed with a quadratic function or have your input add to a speed variable which is then added to the sprite's location.
You should read a little on linear algebra, it will make shit like this easier

No skills, no ideas, no ambition and no reason to.

anybody want skullgirls + dlc on steam? i can just post it here or give me an email

Because I'm too autistic and want to make my own engine but then get pretty overwhelmed when I start making my own engine.

Can't you use other 2 languages for the scripting part? I'm pretty sure I saw the option to use C# in the UI

Your game looks great.

that's what im doing now but there's a whole bunch of cool shit like anim cancels and abusing certain things like how dante in DMC4 can do a shoyuken and hitting DT in the right frame buffs his attack by alot
Ive been watching MikeZ's vids on how he did Skull Girls so it kinda gives me an idea

Not creative enough.
I worked on an RPG Maker game for about 3 years, on and off, and then my hard drive crashed. Lost all my shit, so I gave up.

You'll never make a AAA game working on it in your spare time as a hobby. But with a realistic scope, it's absolutely possible to produce something. Eventually.

That sounds pretty cool I will look into that! Thanks user!

M8 who the fuck wants to use C++ to write game scripts? The point of Godot is that you DON'T have to program your own engine in a low level language and can focus on scripting. Also it has experimental C# support.

My issue with anything is my disability to turn my ideas into actual things.

I see fantastic paintings in my head for example. I just can't transfer them from my mind to a sheet of paper.
Same thing with games. I sure don't lack ideas. I just don't know how to make them.

RPG Maker for WRPGs.

Thx a lot, I'll try to make an application just to test the values before using in the engine

Ideas are nothing if you can't create something out of them. If you're desperate you can pay someone to work on the the concepts you have in mind

unreal engine you dingus, its node-based programming. So instead of writing code, you are using node objects to connect and modify your objects.

>2012+7
>Using tiles
At the very least use hexagons, you stagnation-enabler moron.

Attached: 1386879516652.gif (340x190, 2.44M)

Because I dont have the time. I work 45hrs/week and I am married.

That sounds pretty cool.

Trying to get my shitty Not-Ikaruga clone working r/n.

One spelling mistake fucked me over for several hours yesterday.

does anyone know some good books on AI programming
like basic game AI, I'm not thinking about the deep learning shit

im too stupid to code, what program do you recommend for a complete fucking idiot?

Attached: 1548055225001.png (430x390, 240K)

I'm sad to hear your life is already over.

Game Maker Studio. Very minimal coding skills needed.

I'm working to save money for a camera to make movies.

an accurate copy of 1750's Philadelphia and surrounding countryside
you explore it, develop a trade, buy and sell property, invest, perform some missions, etc.
next to no combat possible

I'm making one

Attached: iam.jpg (818x621, 171K)

just one question...are you in it for the money or are you actually one of them

I want to make the game because there's nothing like it that I could already play. I have a patreon because I want to work on it full time someday.

>build-in template
you won't trick me this time baka

gamemaker studio is probably one of the better game creating software thats easy to get into.

though if you cant even understand that then just dont bother with anything else because youre too dumb.

Based unironically

finished product isn't practice. it may not be great but it's not just practice. and artist sell their not so great art too. solo dev rewrites code thousand of times and artist doodles thousand of times. and no one is great right of the bat.

>I want to make the game because there's nothing like it that I could already play
Bastard Bonds

i wanted to make a game like fallen london but storynexus isn't working, twine is shit and i can bother rewriting all the ui code from scratch.

any templates/alternatives?

Whats it called and how can i buy it

Attached: 4chin2.png (1047x415, 253K)

So you're like any other retarded ogre you can find off the streets?

Yes.

I like that game but I've already finished it. I also like creating characters That's why there will be an alchemy mechanic so you can create, collect and fuck monsters and other npc

Small on top and it's only currently on Patreon that I started in late December so it's still pretty early in development

Thanks anons i'll give it a try, why the fuck not if i ever actually make a game i'll put you in the credits as user#50 and #Anon13

I have no real usable skills in neither coding or modeling, or writing. I absolutely refuse to just be an idea guy and even if I wanted to be one, my ideas are too obscure and too degenerate that I'd ever find the right people to work for me without a proper foundation to lure them in with.

So I'm gonna learn modeling, and maybe try to pick up on some basic coding when I have modeling down, and then start something in Unity. If I manage to get the foundation for at least one of my ideas down to a solid proof of concept I can show people, I'm sure I could find the right people who'd want to help me work on it.

I've been doing a bunch of beginner models using blender and been enjoying it. I hope I can learn to do a warehouse kinda game.

why not. i felt like fighting game for some time now
[email protected]
thanks

Want to make a roguelike that uses a tetris inventory system. Playing with Godot and learning how it works, but I'm wondering if it'll be the best choice for it. I'm a brainlet, so a tetris inventory system seems like a good challenge for me to try and do.

>want to make my own game
>instantly turned off by the knowledge that at best I'd some day be able to create another 8bit retro platformer.

I loathe 8bit platfotmers. I understand why so many indie games are like that, obviously, but still.

licensing

Everyone has to start somewhere. It's still a good starting point if you're learning the engine you're using and getting a understanding how it works and interacts since you're focused on implementing one or two real mechanics.
You could also go with something like a SHUMP or a Roguelike if you really don't want to make a platformer.

That is interesting

start learning 3D modeling then

Gamemaker Studio 2 is great but don't get lured into DnD system (drag and drop). GM has it's "own" language GML that's easy enough to get into if you have some programming experience and with that you can have more control over your code. I'd recommend playing with Python first just to understand how programming actually works.
Both Python and GM have big communities with a lot of tutorials so it's very easy to find solutions to a lot of problems when you get stuck. And good luck.

Attached: 1548672403474.jpg (600x800, 79K)

as opposed to what, a walking sim?

because why would i make a game when i can get ur dumb ass to do it for me. I'm not gonna enjoy playing a game that i made myself.

Real reason is because I don't have an audience to enjoy it.
The closest I came to creating a full game is some very large Neverwinter Nights custom modules that include a lot of custom scripting etc. I've found that creating games requires a personality that enjoys the process of making games and not necessary the praise of making that game. There's also the fact that as you increase the complexity of the project to reach what you imagine the game should be, you need so many more resources.

More sound design, more assets, more scripts, custom art. Reworking a game engine to start doing things it was never designed to do. It's simply easier to make D&D 5e or Pathfinder campaigns with the same amount of effort and way more payoff.

Attached: NWN.jpg (432x678, 34K)

I'm doing a 16-bit action platformer instead of a 8-bit platformer or puzzle-platformer for my first project. Something more like Megaman X/Zero rather than Mario. I believe it's a way less tired market, even if the genres appear similar at first glance.

Does anyone know when the next source engine comes to light?

I'm working on my art.

It's already out.

Because the last thing this world needs is another mediocre guy making a shitty game on Unity.

We could probably use more

a lot of "I want to" for so little "I am doing"

But only on their terms isn't it? You can't download the SDK and make games with it.

You have to start somewhere. Atm I'm making game inspired by MGS: Ghost Babel but after maybe 3 more projects I want to make X-COM like game. I just know that i don't have enough knowledge and experience now so I make something easier to get practice. But then again I pour everything into it. I want to make games that I'd like to play and not just some cashgrabbers.

I don't have even the most basic ideas on how to draw anything. How can I create assets for my game then? Any sort of programs for complete fucking retards to help them shit out something at least proper?

Attached: 1525261474343.png (233x201, 26K)

Yup, unless you can hack your way into Dota 2 modding tools.

cause I'm still trying to figure out why would a qt girl be running on rooftops like a retard

Well, that's what I meant. I'll start as soon as they release their official SDK to the public, as they did with the old one. The wait is just awful by now.

>artist with no coding skill
>too busy practicing making artworks
>got no time left to learn how to code
Fuck this shit i want to make something to put it in my portfolio.

Attached: 1550097508634.png (400x388, 195K)

Learn to draw.

You should learn some basic event driven program in python/java because the concepts are universal. Don't waste your time with data structures and memory management as a beginner it will take to long to learn.

kronbits.itch.io/pixatool
it's a nice lil program that will save you a lot of time

Yeah I'm making a game and it's going great but the last two times I posted it here people started shitting on it, so I don't think I'll post it anymore

draw worlds, draw characters, draw just anything with different styles maybe you can become a concept artist or level designer

Post some art you made

well some data structures are really helpful and in most cases essential
it's late into the thread so most of lazy fucks went on to shit somewhere else. post it

The only type of game I'm interested in making is text adventure porn like CoC, but even that is beyond my ability.

I honestly don't think it's going to happen now. Either they revamp it and it's already source 2.5, or they just stop doing it for the public.

They missed a huge modding possibility by not including blueprint-like system into Source 2 and letting it loose with some template assets.

you gotta get used to people shitting on it, be able to extract actual relevant criticism amongst the crapshoot and improve from it, or else you'll at best be one of those devs that go on twitter meltdowns after releasing their game. At worst your game will be actual shit and no one will even bother to talk about it.

The best day to start cultivating a thick skin is today

That's because your game is shit, you should probably fuck off too.

I'm making a Megaman classic + X-like game called Alphaman. Honestly, it started as a way to learn Godot and make a baby's first platformer, but it's feeling pretty fun. Going to go with 4 robot masters and a hand full of "Wily" levels before moving on to a more true "X-like" with more originality.

Attached: maidbot_preview.gif (889x641, 1.1M)

Beginner game dev question here

How should I decide to draw my sprites so they'll look good at a variety of resolutions?

I'm updating my game later this week!

Attached: favicon.png (128x128, 1K)

Because despite having the knowhow to put it together I have no artistic talent whatsoever.

That and I have zero motivation these days.

do you get to crossdress after adquiring maidbot's powers?

sent

To be honest, I thought that's what they are working for the whole time. To counter the Unreal Engine and tackle the epic store shenanigans.

Not enough features to compete with most other engines.
Poor language support.
Poor documentation.

Lowest common denominator is AAA shit you absolute blithering retard.

you don't, just set a default resolution and work at that.

ngmi

Are you fucking blind?

I recognize that crying kobold eye!

>be able to extract actual relevant criticism
What if it's never actual criticism and just "it's shit"? That's what I'm talking about. Every time I post it a lot of people will say it looks good, but then there's always someone that shit on it without giving me any reason why

No, it's well liked on other sites

Anyone have some good guides on scaling in 2D with Unity? I want to make sure stuff like sprites and backgrounds don't end messed up or something because the scaling was wrong.

Attached: 2019-02-26 02.32.11.jpg (2000x1063, 389K)

Oh I'm already making it, just not on Yea Forums

what engines allow me to make games for free that won't shit on you for making money out if it

you just learn to ignore that, because when it's actually out and it's something that you really gave your all, those baseless "it's shit" comments are going to hurt even more if you're not used to them.

Trying, 5 more months, maybe

Attached: 1546729654181.webm (500x220, 2.86M)

Feel free to dress how you want after beat each boss you degenerates

Then you should fuck off to those sites and revel in their fellation.

If that's really you then nice. Like it a lot.

also how hard is it to make your own engine

Ok but why the rudeness?

>C++
>low level

Attached: 1493526995600.gif (290x189, 1.04M)

nice nice, keep up the good work :3

but is there a Maid soul alphaman?

Attached: rollsoul.jpg (168x299, 8K)

Ok then

Well, let's put it this way: Even full-time, paid professional devs prefer to use an existing engine whenever possible.

Working on one as an art guy.
Everything is going alright, it's just so much work. Still a year or so away from being finished.

Attached: 1547165318546.png (480x540, 407K)

cool

Attached: 1545863182552.jpg (276x262, 11K)

Hey I've seen this before. How's it coming along?

Attached: 1473261251758.jpg (276x368, 16K)

Guys is there any updated manual book pdf for gamemaker studio 2 so i can print down and read. Im tired at reading so much text on screen

Attached: 1550056059984.png (307x292, 22K)

Don't get into engine-dev. Just spend time experimenting with engines and pick the best one for your needs.

This right here. Indie and AA games are leagues ahead of shitty, focus tested, heavily marketed, AAA tripe. The amount of retards on Yea Forums who conflate every single indie game with shit like Gone Home now, while praising AAA fecal movements, just shows how full of dumbass normalfags this place has become.

How hard would it be for me to make a game that looks at least like Monster Hunter 3 Ultimate?

I'm working on a Mirror's Edge inspired game where a colorblind girl does parkour but I still don't have the story of why she's running and probably won't keep the color blind aspect. Maybe

Because instead of posting your game, you're bloggin about your feelings.

Even some enginedev copypasta is more welcoming that whining.

I can program and have ideas but absolutely 0 artistic aptitude. It really dampens the motivation when you realize you can't make your game look like anything, and have no way to pay other people to make assets

ok sorry

UE4 is free and I think they only take a 5% royalty from your game's revenue.

I make mods for Doom from time to time, but it's more like an idea I get and then execute and then forget about for a year or so until I get the next idea.

So far I made a bowl of piranhas that eat enemies, a mod that lets you pet Cacodemons (which somebody else improved), an Arnold Schwarzenegger soundboard skin, the judge's Lawgiver and did a shitty port of level 1-1 of Turok 2.

Attached: ANLDH0.png (110x135, 4K)

Pro Artist here, your environments are pretty nice! Your strongest piece there is the lilypad one.
You could use some more color variation on the cave one but it still looks nice.
Your character art needs a ton of work though.
It screams "I have no fundamentals if you were to ask me to draw a real human face I'd fall apart" vibe.
Which is a massive red flag for anybody looking to hire you.

What is pic related? I wanna work on something like that.

Sounds retarded

I'm learning how! I'm gonna make some pixelshit 2D Zelda clone and shit it out with Unity! I can't draw well so pixelshit helps me make sure my character's left eye looks like her right eye. C# isn't too hard to learn either.

Really, I'm just really inspired by the game design of Hyper Light Drifter.

>your environments are pretty nice!
Not with that perspective and lack of value control.

He does have a point to be honest. Yea Forums is the place to go if you want raw unfiltered feedback. A lot of those posts are indeed gonna be "It's shit", but most of the time if people just say it's shit without prodividing feedback it just means they aren't interested in your type of game at its core. They are not your audience, so just ignore them.

Now if absolutely everyone is saying it's shit, then you need to ask why it's shit. Chances are you might be doing some basic mistake, your game just doesn't look appealing, or maybe your game is lacking in creativity. Asking what people dislike about it is then a good way to figure out what people want from your game

But if all you want to hear is positivity, then literally just go to reddit and read the most upboated posts.

They're mobile-game tier, which means he's actually hire-able.
The Faux-isometric look is good enough for most games of that kind.

There are a handful (LISA, Corpse Party, To the Moon, Jimmy and the Pulsating Mass, etc). A few of them are pretty great, but that's mostly in spite of the gameplay and not really because of it. Then there's the thousands of hgames made with RPG Maker, which has the same problem of shit gameplay just used as an obstacle to get to the h-scenes.

Honestly, if anyone in this thread is serious about making an RPG (turn based or otherwise), I'd recommend learning to program and using a real engine instead of RPG Maker. It's really not that difficult to make a turn based battle system, and you can easily get much better gameplay out of your own system than you would from RPG Maker.

Just because it's passable for a mobile trashgame doesn't make them nice.

Would unity be good for an rpg?

That is fair I suppose.
I'm not expecting anything higher than that here, so I judge accordingly.

I think they are nicem

I bought rpg maker 2000 like a year or two ago because it's apparently the easiest version to use (I had pirated vx ace I think it was before that but didn't do anything with it and deleted once I got 2000 because that is apparently easier) and requires the least coding, but even then, why put in all that effort to make what will probably be "just another shitty rpg maker game" (note I like rpg maker games, I just don't know what I could do that wouldn't have been done before, so it would probably be a boring and generic game to me and everyone who might play it) I've also though about learning unity, which might result in something more interesting, and I do own a specific pixel art program because I want to get good at that, whether just to make art ot make assets for games

I'm learning the basics of C# right now. How much do I need to know before I can start making a game on Unity?

Had a lot of reworking to do, the introduction to most of the games mechanics wasnt smooth enough, but the people that got it were very into it. After plenty of tweaking to how the player learns about them I got a much better response from newer players. Now they all seem to enjoy and not get frustrated. For example, i didnt out a tutorial pop-in for double jumping since it is even present in the intro video, but people were getting stuck at the first jump even before getting a weapon (the gap is long enough that the player really needs to double jump, to force him to know that its a feature, but plenty would get stuck of not told that yes, you can indeed doublejump).
I think it has a lot to do with expectations, for a new player the game is a white canvas and I have to teach them what and what doesnt exist.

Long blog ass post, but hey, i think its a bit of cool dev stuff to talk about

Attached: 1535228767924.webm (640x360, 2.94M)

I don't know about making a whole game, but I'd kind of like to make a Freespace 2 campaign. I hate the flight suits the pilots are wearing in those little message animations, though. Is there some kind of character creator program where I can customize a face, put them in a flight suit and helmet that looks something like pic related, and record a close-up video where they're just sort of moving their head around so it looks like they're talking? Preferably a free program?

Attached: slater2_0023.png (250x188, 62K)

Basic flow control, types, classes and a decent understanding of vector maths.

It seems like a lot of work for little reward. I could write a book or compose an album in like a hundredth of the time and at least the people who'd indulge my efforts wouldn't be kids on Steam with anime avatars.

Thanks I currently taking an environment art class rn and holy shit you're so right about the part that im really really shitty at drawing anatomy and shit lol. That's why i said i needed more time to practice art stuff

>tfw really good at 3d modeling and texture painting
>don't know how to code
I've got ideas and ability with no way to implement

>Now if absolutely everyone is saying it's shit
Thankfully no, it's usually just one user, and if I ask what I can do to improve it, I never get proper feedback, and other anons will say it's fine. I almost never get constructive criticism from here, it happened a few times but not on this board.

>Basic flow control, types, classes and a decent understanding of vector maths.

This is all for scripting right?

RPG Maker has pre-made turn-based battle systems created by some people in the community. It's just that few people have decided to use them.

Yes, it would be. Really, you could make an RPG in Unity, GM, Unreal, Godot, Love2D; the engine itself doesn't matter too much, just your proficiency with it. So just pick one and stick with it.

Did you make those assets yourself? I love "old-style" isometric graphics

Main problem with RPG Maker is that almost everyone use the default assets. You have to customize everything to stand out

Do some of the beginning unity tutorials then use that to see if you know enough C# or not. There are lots of unity specific functions you will need to learn and reading about generic C# will just be taking up time.

Why not take the Africa one? You could make an interesting game world out of it.

Attached: Aurion_Legacy_of_Kori-Odan_Coverart.png (300x397, 130K)

You can try it here
paulojlopes.itch.io/all-day-dying

very cool. what engine? is it multiplayer?

to add to my post, would romhacking be a good segway into gave dev?

Depends on how complicated a game you want it to be. If you are looking to make a 2D platformer or something I imagine there are libraries out there you could probably just use right now with barely any understanding and cobble together a game. You are going to need a little more knowledge of hundreds of systems if you are trying to make your a science-based 100% dragon MMO all on your own.

There are a lot of asset packs out there, too, though I wish there was more stuff that was suitable for making a WRPG.

just do the basic unity tutorials

I've already made my own characters and rigged them. A good starting place is to just make a character that can use the ethan rig as a test before you go and make custom rigs with helpers and all of that.

Attached: character.jpg (1280x720, 69K)

>tfw I'm the opposite. I know how to code but how do I do 3D modelling? Do I need a drawpad? what program do you use for unity?

>steal model and change hair color
>"I made this"

ebin

I use maya, 2d drawing is only needed when you import image planes and use them as references. Textures can be done through Mudbox/Zbrush and photoshop.

can i even make games if am bad a math? curious

blender is a good place to start, because it's free
if you can get your hands on zbrush and substance painter you're gonna have an easier time making your work look professional but they are not required

What do you mean by "math'?

I want to make a third person cover shooter with cartoony looking characters.

For 90% of the things you'll be doing you only need to know how to use math. Most of the exceptions are lower level things like winding meshes or shaderfagging.

no it's really my own original model.

Attached: characterface.png (1399x818, 128K)

I'm working on pixelshit right now because I've never touched 3D modelling before; is it difficult to learn 3D modelling? I can't even draw humans and humanoids well onto a 2 dimensional canvas so the idea of dealing with a 3 dimensional model scares me, but I'd very much like to work with 3d graphics someday.

Oop, disregard, I saw and

3D art is easier to learn than 2D and most 3D artists cant draw shit

Oh fuck

Attached: 1496286074202.jpg (640x559, 23K)

I'm not interested in making games myself.

Good stuff, it's always interesting to me how different players pick up on very different things or miss the seemingly obvious.

Attached: 1548708082471.png (400x426, 278K)

That topology is some nightmare fuel.

How hard would it be to learn how to make mobile games well enough to the point where I have a dozen or so on the app store and make say 500+ a month from cash shops

Attached: .jpg (209x207, 7K)

you really need spacial awareness. Like when I model I'll be rotating throughout the 4 windows correcting verticies and tightening up the polys to make sure the mesh looks correct at all angles. Emulating 2d stuff in 3d is harder because you need to go for 3/4ths perspective a lot to make sure the contours of the face are properly smooth.

I on't have a working machine. Just semi-broken old iMac with Linux Mint on it. No modern 3d game engine seems to work.

Thanks for the encouragement fampai, I'll definitely give it a look-see.

What's a good pixel art program with tutorials and an easy to use GUI/animation system? I have concept art I want to translate into 16/32 bit sprites but I don't know where to start.
>inb4 pixelshit

>was planning to make a Mega Man like platformer in Godot too
Are you actually me user?

Today I changed a crappy menu function into an independent blueprint. And tried once again to open my monster database to do some balancing but it's impossible to plan how strategies will work without an operating program. I just have to wait a little more.

Attached: 1442007710588.jpg (960x685, 89K)

I do pixel art for a living and I use Photoshop. But Aseprite is probably better

I just figure if they're so easy to make that even Yea Forums can do it, it must mean everyone is trying to pump out games.
Chinese are already ahead of everyone with their clones.

based Travis poster

I keep a few low poly heads around. But everything works and nothing causes issues because the ears tie everything up. no tearing or strecthing in odd areas either.

Not inspired enough but it sounds super cool. Maybe some day

I want to make a 2d srpg for mobile. Which framework/engine should I use? The difficulty of use is not a issue.

I've wanted to make a 3D game for a while now. Something like Chibi Robo but in the city, with various buildings you can go into like Apartments, a museum, etc.I mostly wanted to make it for myself to achieve maximum relaxation, but it'll never come true since I can't code for shit.

Attached: DnvQHE4WwAIlzVE.jpg (2048x1152, 263K)

Protip: there's like 284638 talentless indie wannabe devs out there who want to make "a game like megaman*"
* or sonic or super metroid

I'm a third person doing that too.

>Want to make side scroller beat em up
>Cant decide which engine
Halp

Attached: a7e149ecf35b78708ff5130217b28312.webm (330x600, 578K)

Gamebryo

What's the best method for someone who has very little programming knowledge?
I've done some database scripting for old jobs before but i have a feeling most of that is out of date (was before i went to college even, so years ago).
I'm an artist and writer and have created tons of mock-ups, characters, even small animations, but no clue where to even start as far as programming. I'm inclined to use one of the free utilities but not sure which isn't dogshit.
Is Unity a bad idea?

Making a crappy game about the death of a family member.

Attached: b934478d3c9b1bc5e8348eb4b8ec4dc0.webm (332x600, 346K)

Is this YIIK2S ?

Can i see some animations, i need it!

Attached: e3c732b6dc7bc8efffcdc8d3f41705a9.jpg (600x462, 43K)

Which is why you have to figure out how to make it stand out.
Metroidvanias are probably common, but there are still quite a few that sell.

I should really try to finish my project, but I feel I might need some more concentration.

Attached: htycoon.png (1045x816, 908K)

Yikes for sure.

Well first and foremost Yea Forums is a board for gamers, not people who make video games, Unless you're specifically asking for advice on how to improve it, then expect people to react to it as they would any unfinished game

Yikes

I don't see anything wrong with his topology, it's good in a low poly sense
don't care for the anime ugyuu art style though

Pick two. Assign each to the side of a coin. Throw a coin. The moment it's in the air you will want one result more than the other. Pick that.

Attached: eh469k1rcwy11.jpg (1491x840, 141K)

You're supposed to save Jews?

This is what I want to do

>Game Speed
>Slow
>Normal
>Fast
>BLITZ
kek

They're too big to upload

Attached: 1547489634121.png (910x1024, 885K)

Yes. From their mortal coil.

There is literally nothing wrong with the current version of Godot as it's basically a better version of gamemaker, the only thing is that nobody has made any real noteworthy games on it yet.
Most people saying it's shit are basing that on old versions of the engine where a lot of the features where still WIP.

Attached: 29bebcbf6f400816ad0b5eb903926e4e.png (930x894, 398K)

Expect to be in for a long haul then.

>working on a game with child characters as a character artist
>Art Director tells me to make the girl characters a little differences and hands me some drawings of Megaman's Roll and tells to look up the "Ape Escape 3 girl"
WHY ARE HER THIGHS SO JUICY\

That's what she said

UE4. Singleplayer only since its my first game ever and not just a test. I didnt wanted to waste time on stuff so out of reach. I wanted a game that no matter what, what I played would be the same as with everyone else. A plug and play experience, no servers, dependency in other players or anything

>his engine is larger than 50mb and takes ages to start
yikes!

Attached: d8704fd5b45c4000a0fc87012af3cf21.png (338x207, 6K)

How are you liking Godot?
Also, it says 2D, but those look more like voxels, not pixels.

You mind sharing user? I know it doesnt really answer you question but im curious

Yeah it's just an NPC head. I keep it low poly because I can always turn it up to a higher poly count. Hero heads will usually have more shit attached to them like eyebrows, eyelashes, and teeth and whatever mouth stuff is required. For NPC heads a ton of stuff also gets deleted because it's hidden, which is why everything above the forehead is lacking edgeloops, that gets deleted because it's usually covered by hair or hats.

Attached: ae4cded9968972f3685b702b17fa857c.jpg (564x705, 57K)

My computer is dead, I'm a brainlet anyways.

The closest I've come is trying to make Minecraft adventure maps

I kinda want to make a spiritual successor to U.N. Squadron, but I just get the feeling that there's so many shmups that there's probably already something that accomplishes that goal better than I could ever make.

It's comfy, I'm not overloaded with useless options and the engine starts up in like a few seconds instead of minutes like unreal.

The important thing is not learning the syntax and rules of a programming language, but to think about logic in an imperative and declarative way. The logical concepts of how a game loop flows.

I don't know how to do any of it and wouldn't know where to start. All of my ideas would be shit anyway.

Is it a bad idea to make a 2d sidescolling Metroidvania/dark souls game?

ADHD prevents me from doing anything after the initial phase of starting out where everything I learn is interesting because it's something new. As soon as I have to sit down and grind out code/practice a skill/study a useful but dull topic it suddenly becomes 20x harder to focus as I have to remind myself several times every single minute to stop letting my mind wander off about spaceships and superheroes and whatever.

I maked visual nowel years ago and i still have money from it

Depends on your take on it, I guess. It might make it in the ocean of similar indie games if you make it stand out somehow.

Checklists might help. At most just try and code one thing a day. Any progress is still progress so if you manage to make a new weapon one day then maybe some items the next it's all good.

why is godot's plugin system such a pain in the ass to set up
C++ is comfy

i am however making assets is like the worst thing ever

So I've decided: I'll use 2D handdrawn backgrounds for my vidya.
I never painted in my life, but I'll try to make something special.

Attached: pucci.png (800x960, 1.5M)

How is Godot?

I feel like the majority of that stuff is very pixel art influenced. Also most of them feel kind of dark and gritty.

I make games for a living and I'm fucking exhausted

What kind of game play?

Do you work for a big company?

What does a day of work consist of?

30 man team. I'm the Producer. It's knackering.

I'd like to see one with an oil-painting aesthetic. Would probably demand a great deal more effort than the usual retro pixel art styles though.

Are there any good resources on game design? Not programming, modeling, or writing, but design

its hard

so you're not an actual developer

I want children to leave

i dont want to

Oil painting would be pretty interesting

YESSSSSS

What kind of games do you make?

answer me you fucks
why is native development with godot such a pain in the ass

Production is a valid track and we catch endless shit for just making sure the thing gets made. If the game fails it's our fault, if the game succeeds, it's not our win, it's the team's.

how do you recommend check if an object is impassable?
Ive struggled a LOT (shit teachers) with XNA
math related answer would be great

I want to make an isometric pixel turn-based strategy game in C++ and SFML, is this a bad idea?

Oooh shit that's get to the orange door isn't it? I saw it posted on reddit earlier. Can't wait to play it for real, looks awesome, like titanfall but more fun focused

I already made one.

Because like almost everything else with Godot it was implemented with absolutely no consideration or concern about workflow efficiency.

it's just that it could be so much easier
>here's the symbols you need to export
>here's the library you need to link with
wow done no using faggy scons build system

I would like to make a gacha style game

No, it's a good idea

Does Godot have an isometric mode built into the engine? I've been looking for an engine that can do isometric sprite based games.

any engine can do isometric

Because Im lazy, dont know how to code or makes games.

Literally same answer for most people you fucking faggot

Attached: 1449501186004.png (184x184, 40K)

what do you do in production?

Drive the project. Ensure it is completed to spec, in time, in budget, and make sure all stakeholders are pleased with the result while the team remain unfucked by crunch or deadlines. Staff and project management.

I am but I don't know if I'll get around to finishing it. I got asked to show it in a software engineering interview since I stuck it on my CV and they gave me a fucking job so I suppose it's already served a purpose.

For a good example of this try playing liar princess and blind prince, it's all hand drawn and it looks amazing

because I'm a wagecuck who spends most of his free time trying not to kill myself due to crippling depression and no medical help.

>muh depression
Oh yes, here they come.

I want to make a Wario World/Crash Bandicoot esque 3d platformer with Abe's Odysse/Heart of Darkness level of gruesome ways to get yourself and others killed.

I want a sort of cartoony and cute chubby round jiggly and shiny artstyle, with a large focus on gore. I want to make my characters have several layers of flesh, skeleton and intestines that all interact heavily with the world when you die and determines what happens to you. I also want to rely heavily on scripting for dynamic movement and also dismemberment mechanics and short post death trigger post dismemberment dynamic movement before the character dies.

What skills do I need to procure before any of this is feasible, what engine would be best suited for me?

did you make it from scratch or use an engine? I made a simple engine I made from scratch but imo it's too much work actually doing stuff with it, it's decent to talk about in interviews but no good for actually making a game.

Alright, I can respect that. It is very good to have someone holding people together

Because i'm programming it from scratch instead of using an engine.

It looks beautiful. I think I'm going to use watercolor, because it is the most cheap paint out there.

It's necessary work, but constant stress

I kinda want to make a wrestling game engine, every one of those games after Day of Reckoning 2 always felt loose and poor and less impactful to play.

I'm surprised there's no common open source one other than Wrestling Mpire which is a very... special and retracted codebase.

Using an engine since it wasn't originally my intention to use it as a portfolio showpiece and I just wanted to make something playable in a reasonable timeframe.

I work in a call center, my insurance requires a 5k deductible before it'll cover very limited medical. So yeah.

Deal with your shitty art and use it as placeholder as it's, do the best you can and make a kickstarter with a low goal to hire an artist

too lazy, rather enjoy stories made by other people

I can't motivate myself to do it alone and I don't feel like I'm good enough to search for a group.

Attached: 1537034993519.jpg (480x910, 22K)

Believe in yourself. No-one else will.

this

Reminds me of spiderweb games. Those were great games

I am, but on the tabletop

Procedurally generated infinite minimalist picross clone.

Do you think anyone would buy it?

Attached: sdgsgsdg.gif (532x519, 479K)

Too hard and im too much of a brainlet...

don't think people would buy it but I think it would really take off as a simple web game like 2048. just put a banner ad above or below it and you're good.

how do you make it infinite if the whole point is creating images?

>whole point is creating images

Weird, I've played picross puzzles for years and not once cared about the final image.

A lot of people do, it's Picture Cross after all.

I'm making a diamond miner in monogame for a game programing class, the art is placeholder and the code sucks, I started the project this Saturday

Attached: file.png (1137x620, 61K)

I've been thinking about it. It'll probably be turn based, for multiple reasons including the inability to actually code.

I can code some relatively simple algorithms in python and have taken an interest in C#. Could i just start on a project in Monogame and learn it along the way?

Because I have a job and get about 5-6 hours of free time a day and occasionally weekends and rainy days. And the one thing I don't want to do when I get home from work is work on a game or draw. Just lay in my bed and play.

Too much work

i used to work in a call center and i completely understand
having to sit there for entire fucking days listening to boomers without a hint of empathy screech at you while you have to sit there and put on a fake grin is absolutely fucking draining

>want to make a wingsuit game because fun and speed
>a Steep beta comes out of nowhere
>want to make a grappling hook game
>suddenly every single fucking videogame has grappling hooks while I can't even figure out UE4 code that doesn't have the character jerking around violently after 1 swing because default UE4 rope physics suck and I'm too much of a shitter to get it to work properly as a grappling hook should
>want to make a fun fps action with rpg elements set on some exoplanet
>suddenly Starfield, Outer Worlds, BG&E 2 appear out of fucking nowhere
There is literally no point even trying any more, I'm good enough to sense and anticipate trends but I can't learn programming and UE4 shit fast enough to compete with that or give people any reason to have any interest in my game whatsoever. I used to make fun of design by committee but now I see why people want to work with 1000 other devs and create things that will create the next big thing, they can literally take a google keyword and shit out a working alpha prototype in under 7 days. I have the greatest respect for one man army devs but I'm not cut out for that, plus losing all my bitcoin savings to gox and polo/bitmex made me lose what little faith I had in myself and now there's no point even getting out of bed except to do chores around the house, much less do anything productive. And that was before I had heart surgery and lost my former energetic self. Fuck everything, good luck Yea Forumsro's, follow your dreams before someone snatches it all away.

>did internal IT service desk for a major company
>mfw I could tell users to go fuck themselves if they disrespected me or my colleagues
I wish I never left. Project management is suffering.

Attached: 1510229750881.jpg (399x600, 42K)

What happened to polo? I have a small amount languishing there because I don't want to give my identity away.

>got a pretty cool job back after doing a contract there two years ago
>had to quit after two days because I couldn't handle the time commitment and commute and got thrown in the loony bin
being mentally ill sure is fun

Attached: 1543358093640.png (539x960, 396K)

What did you do?

based and correct

kek, looks like it hit too close to home for some

QA for video games
It was a small team within a relatively small studio and I loved the game and I had a lot of say in the design and interface and everything, I'd do anything to go back but even if I could I'd probably just fuck it up again

Attached: 1535095948033.png (720x400, 224K)

>healthy enough to "get a job" before fucking it up
You're just a fuck up, don't blame it on your mental health. People with actual mental issues can't leave the house.

It's a draining hobby that needs multitasking because FUCK paying other people for art and music

>mental health issues can only be either 0% or 100%
>the entire spectrum in between doesn't exist
2/10, you got me to reply

yeah, anything below 75% is just a fucking excuse to not do anything to better your life.

Because making a game is team effort if you ever want to get it done and I lack a team.

Not him, but anything below 75% probably won't get you admitted to a mental institution so

With some ok-ish programming skills, how hard would it be to jump into Unreal's C++?

Plenty of successful games were made by a single dude.

Those are one in a million and I have a career. In other words, in the end I guess I just don't care enough.

Translation: I am a 13 year old zoomer that takes himself and video games too seriously, and I believe everyone will think I am enlightened and smart by shoehorning politics and meaning into video games

Attached: 1523026022519.jpg (646x474, 36K)

Can your game get removed from Steam for having racist stuff in it? For example, if I wanted to have a character call another character a nigger, is that a problem?

I would play it in my phone

Nothing, just lost most of it when the altcoin bubble burst in 2017 and the site was being ddosed during ripple pump & dumps causing everyone to not get their sell orders in. The rest I lost to foolish leveraged bitmex trading. I made poloniex about 6 BTC in trading fees but they refuse to even give me back 0.1 BTC out of compassion, I know exchanges obviously don't do refunds (not a total idiot) but I figured earning them so much would maybe buy an iota of sympathy or maybe the hopes that I would earn them more in fees (I've come back from 0.3 and turned it into 3.3 once but that was just the sheer blind luck of the altcoin boom, it was literally a market of buy any coin, sell it higher, repeat). I just lost my nerve, used to sleep like a baby on risky trades because I had S/L but once you discover S/L aren't worth shit and don't trigger when you need them most then all bets are off and you can't stop looking at prices for 30 secs to bathroom break and your life just becomes 24/7/365 eleventh circle of hell. Spoilered names because nobody in their right mind should ever go there and trust any guarantee, you're just a degenerate gambler to them and it's their job to escort you out of the casino once u're broke. U can get lucky and risk 1-100% of your money to make insane gains, but once you lose that initial 50% it's too tempting to try and make it back esp. if you've done it before. Knowing "quit while you're ahead" doesn't mean shit when you don't know when you're ahead (if u have even just 1 BTC you're ahead and you should quit).

Also mtgox is supposed to pay out creditors this year but it's a total clusterfuck and nobody knows whether we'll get 5% or 20% or 90% because there have been recoveries in the US and Russia but what I had there was squat.

Trading a shit, can't compete with millisecond AI and manipulation.

Thanks for reading my final entry at any rate, for every win story there are 9 stories like mine

underrated post

I'm trying to, i have the stories, the characters but none of the skill or talent, i'm more of a whiter/director guy, can any of you Yea Forumsros help me out

what game was it

I'm trying to learn, shit takes a long ass time.

No, unless you make a game called Nigger Shooter 2019: Racial War Edition, or talk shit about Winnie the chinaman.

Attached: 1544394333637.gif (400x216, 2.96M)

If you want i can let you work with me

I have ideas, maybe i can pm you with some of them, what other sites are you on

>Winnie the chinaman

Attached: 8af.png (346x368, 205K)

>might even be used for military purposes
The army has been using VR for ages, since even before Oculus existed. Good luck user politics bullshit pays well, and what else to spend stolen tax dollars on than "experts" working for think tanks telling people what to think how to feel and what to buy.

>Working on a game for a criminally underserved niche that I know for a fact exists
>Sweating bullets every day that someone will be faster than me
Fuck, it will take me like 2 to 3 years to finish. I hope my heart can take this.

Attached: mOnvOJG.png (2271x2380, 298K)

Hey i need an art guy, wanna work together on something

>can program and design mechanics/gameplay
>can literally do nothing else
someone let me make your game for you

Attached: 1529625818203.gif (245x200, 1.06M)

Whatbis the niche user?

I only know Java so I'm programming a doujin organizer instead.

Attached: 1512936831127.jpg (900x900, 82K)

Even if it happens, if yours is good/better, you'll still go places.

Why not program a text porn game instead?

Attached: 1532965452620.jpg (1053x1063, 332K)

I wanna know, where do you publish shit that won't be allowed on Steam? Shit like games that contain Springtime for Hitler like satire, killing children, or lolis that are clearly meant to be attractive?

looking good, mind helping me out once you're done with that

store.steampowered.com/app/12120/Grand_Theft_Auto_San_Andreas/

>or lolis that are clearly meant to be attractive?
>implying this isn't all over Steam

>tfw making your own 3D engine

Attached: 1547735840256.png (247x353, 76K)

why don't you two work together, i can help if you'd like

Download UE4 and get started with their weekly 2-hour tutorials on yt/twitch, you can even ask questions if you're live when they stream. You're the only one who can turn what's in your head into what's on the screen, nobody is going to do it for you and nobody will hire you without skill or talent. You can actually do it without learning programming using blueprints but it helps immensely to get the basics down and know the difference between floats and integers and vectors and arrays at least.

i´m sorry to ask but how do you get that kind of shading, i put my models in unity and they look like shit lighting wise :c, i really like this kind of asethetic

You laugh, but Devotion was removed from Steam for reason related to a winnie the pooh joke.

China must be stopped at all costs.

Attached: 1548826742073.jpg (960x854, 99K)

They have notably been heavily cracking down on loli games. I doubt I'll make a full fledged porn game with lolis anytime soon, but I am a weeb and I definitely do want to make a WWII themed kart racer with lolis some day.

i can search for you, how can i help

I'm a brainlet with zero (0) programming skills and not enough money to hire a team, let alone to stay in a place coordinated working together. I can write, draw, sculpt and model, but good God I just can't into computers beyond mapping.
I'll either wait until I get enough money to hire programmers or let the dreams be dreams.

Attached: Sad_knibba_.jpg (651x655, 58K)

this, I remember telling all my friends I didn't want to buy pubg because I knew it would get cucked by a better BR game that doesn't have a bunch of gameplay artifacts from arma nobody likes and the overall low quality. lo and behold as soon as other options hit the market it petered out, and they're still basically in early access.

not a unity fag but pretty sure you should just be able to swap/edit the shader file or something like that if it's similar to opengl

I was making a game but have too many commitments with people come up that I can't really devote the time. It was a porn game, so it's not like I can just work on it with friends.

I've never looked at UE4, is the complete package actually free or is it some shit demo like the old Gamemakers?

As far as I see it's an unlit shader, I can't remember if Unity comes packaged with any but it probably does.

>tfw almost same case but there's a huge company maintening the monopoly by just shitting out soulless trash at it's fanbase
>fear said company finally wakes up and makes a good game so my game will look pale in comparison

Attached: 1420434097451.gif (450x338, 278K)

Unity has a built-in unlit shader, I think there's an "unlit" section in the shader pulldown. If you want hard pixel edges on the textures (like PS1 games) you can set the filtering to "point" on the texture file in the inspector.

I'm not sure where to start, I guess just another person or group that want to create a game and have the patience to deal with a amateur coder would be nice.

make a Yea Forums engine, share it with all the dev bros

Thank you for the help ;__;

There is no fucking point to making a game anymore. If you make a game this is what happens to 99% of all indy devs, excluding the 1% who hit gold and make money.
>Spend god knows how much of your free time making this game
>Finally think it's good enough to be called a finished product
>You're extremely proud of what you've done, release it for the world to see
At this point one of two things happen:
>Your game becomes drowned out in the sea of worthless garbage released alongside it, nobody plays it and all of your work is basically for nothing.
or
>Your game becomes well known but everyone immediately trashes it and calls it shit. Dozens of people make hundreds of thousands of dollars making youtube videos with 100x less effort than it took to make the game trashing it for their viewers. Eventually a big name like Pewdiepie plays it for fix minutes and makes literally millions of dollars while the collective internet laughs at how terrible of a dev you are.

Wow sure sounds worth it!

What kind of gameplay would you put into a story-heavy dungeon crawler / adventure? Preset maps, not a huge gameworld. Asking for a friend.

>Videogaems must be triple A to be videogaems

Attached: 1550416977029.jpg (422x400, 187K)

don't make
1. shitty pixel games
2. abstract artsy fartsy garbage
3. walking simulators
4. minecraft clones
and have the game have some semblance of replayabillity

let's plays are for games that you would rather watch someone else play than play yourself, like if it's any of the former

Free and the source code is available. They take 5% the profits and less if you break some crazy threshold.

Attached: your post.gif (360x240, 1.99M)

Interesting and good to know, will check it out when I get off work.
Does it come with 3d assets to mess around with or would I have to use something akin to Blender or whatever it's called?

There's basic stuff enough to make a prototype and a number of templates ready.
Plus they dumped a ton of free assets on the Marketplace, you can make a full game out of those. It'll be obvious that you "stole" them all, but nonetheless.

It really is. I used to love this job because we had low call volumes and it wasn't uncommon for me to take maybe 5-6 calls averaging 7 minutes long over a 8 hour shift. And then corporate axed a bunch of our call centers to save money which hiked call flow up through the ass. Now we take 50+ calls a day minimum, and because my company is absolute dogshit when it comes to line repair frontier, all we get are a bunch of screeching dickwipes 24/7, especially when it rains.

These past two days have been even more terrible due to 70+mph winds in WV taking down lines across multiple states and we've had over 150 people in our call queue at any given time since about 5am this morning, just to this call center alone. It's just the same shit over and over again and it's taken it's toll on me. I had chronic depression to begin with, and this makes it worse.

On the bright side, the company axed ALL us based call centers a few weeks ago and is shipping all calls overseas to taiwan and the phillipines, so I won't be tech support anymore. On the downside, they're moving all of us to cold call sales in like two weeks, and they're doing this because they plan to give near impossible sales quotas so that most of the workforce (who aren't trained in sales) fail to meet quota, are put on probation, and then fired for not meeting quota. And since it was a "valid" firing caused by the employee being unable to meet a sales goal, anyone fired can't file for unemployment for wrongful termination.

Because I cant code
And the only idea I have thats worth anything would likely be a lot of work to figure out how to make it work
I'd have to figure out terrain generation, terraforming dynamically, how to make things happen depending on how the terrain is amongst other things
Then code ai, and whatever else
So much work. I can barely get the motivation to get out of bed, how am I supposed to learn a programming language then how to script a game.

I have a concept for a game that I actually managed to test out by essentially modding an existing game just to see if the idea would work (it's a puzzle game with a gimmick that's a bit difficult to explain); people liked the idea, but it worked best in co-op and I have no clue how to code an actual game myself, let alone one that supports co-op multiplayer. I also have no idea what visual style or story it'd have, and I can't into art at all (although I could do a decent soundtrack I think)

I'm not the best at anything besides considering all things possible at the same time. Turns out that's good for games so I'm doing that. Hopefully people actually want game design to evolve because that's what interests me. Superior gameplay iteration combined with unique non-gimmick systems in a well written attractive setting. We can do low poly stylized assets and keep a narrow scope so the gameplay is perfect. Hopefully close to done in a year. Love you user

Attached: 1549658856661.jpg (730x1024, 113K)

Probably would have to forget making money off the game and release it for free.
Ethnic Cleansing sold a few thousand copies for $15, but that was back in the early 2000s

Yea Forums? What's that?

>Because I cant code
>Can't code, can't art
>im too stupid to code
>artist with no coding skill
just fucking kill yourself

sorry, i´m a fucking boomer

Yeah, the lowIQ brain damage center is that way.

it's a souls clone isnt it user

Attached: urushihara_satoshi__137b5173a69743ff490def440c603c03.jpg (810x1191, 278K)

>Stop bragging about making your game when you cant make something anybody wants to play.
>Pandering to lowers common denominator is nothing to be proud of.
This goes beyond goalpost moving, this is like claiming after the other team scores that they were supposed to be going for the OTHER goalpost

Attached: 1427574935964.jpg (640x480, 37K)

That would be fine if I wanted to make a game completely devoid of music, story and voice acting. Since I will not be able to do any of those things, and sure as fuck won't pay other people to do for me if I can't make back my money somehow.

I wpuld love to help out, got any social media where we can discuss this

Would*

If you have a discord I'd add you.

We need anonymous or the hacker formerly known as Yea Forums right about now, if we don't put a stop and make the regime fall right fucking now when the world still has the upper hand over the CPC we don't stand a chance make our time before the next financial crash. Time to dust off mIRC and get in touch with mainland.

Yeah i have discord

then post it

Speedrunning is literally a more productive way to spend time than what you're proposing

My discord is Jakechi

Making games is fun and easy!

Attached: 1ca84b3ef4d0966e257ad4adde1ba9a7.png (1598x2046, 3.74M)

I second-guess all my creative ideas so I figure I'm more productive at reverse engineering existing games and making utilities for them than trying to make an original game

The shit muddy placeholder visuals in my game demotivate me so currently working on graphics and animations but I want to be doing real dev stuff so its demotivating me further.

What's the #number? Can't add you without it.

Sorry, forgot about that, it's 3011

Keep at it, user. I've felt the same way, but you just gotta press through the feeling. It's a lot more important to have a solid foundation for the game itself before you work on making the graphics better, no matter just how terrible it feels to look at.

Just use ScriptableObjects and you will be fine.

I am since today, a fighting game.
I'm planning to get some Yea Forums collabaration going and put an open source license on the game. Made a /g/ thread about it, probably should also post on here.
webm related.
github is here
github.com/NEET-FEET/That-Fight-When
and /g/ thread here:
Anyone like the idea of a fighting game with the character roster consisting of Yea Forums memes? (boomer, zoomer, pepe, apu, wojak, virgin, chad, redpill guy, greenpill guy, etc, etc,)

I'm currently making the assets for it
in the mean time i might make a visual novel while learning to draw since they seem simple enough
also how the fuck do i make rigging limbs work
it's my biggest problem so far

Attached: 1409159490382_wps_2_Pg_45_Snaggle_toothed_bat.jpg (962x631, 116K)

>going through with ideas and finishing them
tiny smol brain
>stopping projects midway
glowy brain
>keep coming up with ideas without ever doing anything
supernova brain

of course forget to post the webm

Attached: preview.webm (892x480, 454K)

i fucking hate self inserts!!

LibGDX son. I have no idea if it's any good, I just know it exists

Wait a second, this is just budget Titanfall

As with every engine complaint, random performance limitations the majority of people complaining about arent even experienced enough to make something that even encounters it.

"x language is better than y" bench mark racers are the biggest failures I've ever met.

Attached: 271573.jpg (576x1024, 40K)

every now and then i spent a few hours in rpg maker and waste all my motivation on creating one pretty outside area / house only to get bored as fuck after a while and just delete everything again

Godot is free as in freedom
Pretty easy and everybodies custom engines end up using open source libraries anyway. People use game engines because there is no point reinventing the wheel, it has the environment and tons of little features you may never need, setup for you already.