Made any progress on that game?
Made any progress on that game?
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Looks VR.
currently working on the world map
Some...
Comfy
Please be honest. Is this harder than it looks? I'm interested in possibly making a vidya in the future, something somewhat simple. I have realistic expectations, but do you need 80 years of coding to pull anything off in Unity? What is your guys opinions?
Nah, learned how to model then just decided to learn GIMP2 and become a mangaka.
Gamedev requires many skills. If you don't already have those skills, either be prepared to learn or be prepared to lower your standards.
Go learn the skills, user. You have nothing to lose.
Having a bit of competence in multiple areas is what you need.
this: You will either need to learn the skills, or use the Unity/Epic Games' Asset Store to fill in the details. I'd tell you where to start looking/learning, but there are so many things to learn. Try this: unity3d.com
It'll take you 5 minutes.
I'm on day 6 of working on this game. Gonna try to prep it for the current Metroidvania Jam, since it was made within the timeframe.
When people post screen shots it's just a bunch of 3d models placed on the map. Either they did the 3d modeling themselves or they just bought/pirate/stole from other creators.
If I had the willpower to make a game I would use it to fix other aspects of my life.
Jesus christ what shader are you using? Looks like shit.
Depends on how hard you think it looks like. You need to learn a lot of stuff and you're constantly learning.
The only real hard patch is the initial wall of having to learn programming, after that is gets "smoother" because you have a basic idea of how things work and how to handle yourself, but it's still a bit tough.
So no you don't need 80 years of coding. I'm doing well with just a year and a half of daily practice.
But fucking hell stop being such a pussy and just get onto the basic tutorials god fucking dammit every thread with this bullshit
I'm making some placeholders to test the size of the characters and projectiles for my shmup, and I'm going to prototype my first stage.
It's a custom one. I guess it could use more work.
goin ok
I'm making an Undertale clone for my friend's birthday (short game with just one dungeon or so) and I'm surprised at how well it's going.
I recently cheated on a mechanic and I'm afraid he'll notice when playin.
Instead of choosing which attack from a menu, you have to draw a shape on the screen (he's an artist). Drawing a triangle = Heal party, a Square = block incomming attack, etc... I managed to make a pretty nifty drawer that uses DrawLines and the position of the mouse, but to check which shape you drew, the program just checks the number of lines. It's okay for the simpler stuff (anything with 3 lines is a triangle, for example), but the Star Attack doesn't need to be a star, it just needs to be 5 connecting lines in whatever shape.
Anyway I'm hoping he doesn't realise it when he plays it lmao
Taking shortcuts where no one will notice is a staple of dev work
Depends on what do you want to make, if you are planning a career, its hard, if you just want to make simple games for fun, its quite easy, because you don't have to care about quality, compared to a career.
I believe the most important skill someone who is interested in creating something, its patience, if you have patience to work months and years on a single project, and not see any tangible result, you are ready for game dev, if you are 1MA or a 2-3 team.
You don't really need "skill" to make a game, you can learn as you go, but having them make the process "easier".
Yes, I have! Update somewhere tomorrow.
Did just this thread crash?
>Made any progress on that game?
Nope.
yeah because everyone and their mom thinks gamedev is easy-peezy
even though making a album or film is about 500% easier because a proper game also involves both those things
Custom Engine ?
Hiro cunt faggot probably fucked something.
Googled it, high contrast shaders all have this issue I guess. Brought down the shadows at the edges. Thanks for bringing it up, user.
Don't worry about. Trauma Center, a game made by fucking professionals, isn't that much more sophisticated than your implementation. I had to do something involving recognizing drawn shapes for work once. I didn't even bother trying to interpret what had been drawn, just every time the pointer moved in a different direction above a certain threshold I counted that as a "point" and then I just took a best guess based on the number of points and the angles between them. Unless you drew that shape pretty fucking close to accurate it had no idea what you'd done.
Its slow cuz I have a day job but last night I learnt how to make and close dialogue boxes and open a chest. Once I can into inventories I'm sure it'll all tie up together. Meanwhile I'm taking the weekends to generate assets.
Speaking of here's my pixelshit waifu who will star in this stupid idea of a game I have in my head! Pls no bully I'm a STEM major who's never had much chance to draw.
grinding through the todo list
good mood
>mothbro is still alive
CUTE!
Working on sub-effects before a main effect plays, though the actual real effects still need to be done and I need to make meshes for post-death debris.
*ahen*
i just want to say that everyone on this thread is great
and i wish everyone the best of luck on your game, keep it up my bros!
also
FUCK TRANNY JANNIES
Wait a minute that eye
Add some speed line fx and updrafts for more varied gameplay! Just a cylinder with moving wind texture.
Newbie question
Is it better to creat some art first or just try building the game using just barebones placeholders? What's the optimal and less time consuming way to do it?
It feels like I'm stuck because I don't know where to start
Trying to make a 2D game btw
Any possibility of pasting damage textures on spots you hit? Also consider using color to separate essential and nonessential detail.
both are valid.
does that answer your question?
of course it doesn't you god damn nodev
you should have worked on your game instead of posting this!!
i should take my own advice!!
i started with the title screen and text boxes
If you do art first and the game second you are going to have a lot of art you can't use and missing art you need. Start with placeholders.
Graphics are easier to update than programming. Do the gameplay first. Minecraft was made with placeholders and look how that turned out.
You mean impact effects? They're already in, they're those purple dust puffs.
Can you make a game if you have a full time job?
I learning modeling my meshes right now.
I'm considering writing a new text adventure to be compatible with old IBM PCs and the C64.
Think anyone would play it?
What ever happened to that one paper mario-esque game with the insects? That game looked genuinely fun
Yes it just takes a lot of time, if you can find a team you can trust not to bail halfway it's better imo to go with friends.
Did a successful crowdfunding campaign and focused all in on working on it.
no
who has a still has a ibm pc you faggot?
You need to do both at some point, it really depends more on the idea itself though. For example, Cuphead's gameplay is almost boilerplate compared to its aesthetic. It's the art that's important here.
For a concept like Nintendo's ARMS, it's the mechanics that are the most important thing. The world and graphics come later. The prototype needs to come now.
If you're trying to learn gameplay programming, then stick to programming (or download an asset that gives off a similar FEEL to what you're looking to create). Becuase Graphics and sound play a huge role in creating desirable responses in the mind of the player, you shouldn't just ignore it.
i'm actually building a team right now, anyone wanna join
I do, but as you just pointed out, I'm a loser.
I like coding for older platforms because I'm a brainlet and old, and even with tools like Unity, I don't come up with anything.
I have 2 friends but none of them have any skills or are willing to learn anything.
They are just happy being normalfags and shitposting on Yea Forums,
do you have any skill
Yes(no)
gamedevs are winners and you have to leave that mindset
if you can honestly code for older computers a tool like unity or unreal should be so easy for you
those engines do so much for you
with a single click you game can be on android, ios, HTML, ps4, switch
try learning new tools user , you can do it
you can still make a old version for the IBM for extra coolpoints but trying to dev for a dead console is a fool's errand
check out godot too, its a 100% FREE ENGINE
go play Game Dev Tycoon and see what happens when you stick to a old outdated platform ; you die & go broke
gamedev should be ran like a business or else you run the risk of never producing anything and just wasting your valuable time
>none of them are willing to learn anything.
leave them, they WILL hold you back.
start your own journey
yes people tend to self destruct for some reason i'm not sure why
heed my advice or you won't make it
Do bigger ships have subsystems you can hit?
it's incredibly hard and anyone that says otherwise is memeing you, it takes years just to learn how to make the game and then years to actually make uynless you make some visual novel or some dumb shit
what skills and talents do you have, what have you made
Looks like unity. If it is, are you using a rigidbody for controlling the character? how do you handle stairs/small obstacles? Do you just design the whole level so your character doesnt get stuck on anything on the ground?
Bosses do, usually as some sort of mechanic (for example one boss shapes wreckage around itself as a shield, another has to be hit in specific bits), but normal ships don't.
Working on a dialogue system currently
it's so boring
...
Why am I feeling these feelings over a moth.
Why do I want to see more.
Those explosions are incredibly unsatisfying and the fact you can see the ship disappear before the final one is pretty ass.
I... just said the actual real effects still need to be done and I still need to have post-death debris.
Thanks for the encouragement, user. I recently started playing around with my childhood C64 again, and found the floppies with little games I made 30 years ago on them, so I've been rediscovering the fun of making things again. You're right that Unity would probably be way simpler to use if I sat down and learned it. There's just something appealing to me about the directness of coding on those old machines.
if you like coding on oldmachines another software that's insanely good is nesmaker
it output REAL nes roms that can be flashed to REAL carts
try to bring some of the magic you had as a kid to a new generation of kids
i used to play skyroads for hours on my dads work computer and it was such a good game
but with the power of modern day engines you can make someone like skyroads in unity in like an hour
>this isn't red but it's going to be later
>WHY IS IT NOT RED
not him, but don't forget that screenshake when you get to it my dog
Where do I find voice actors?
Already in, not sure if I should put it in for transport-sized ships or save it for the really really big ones like capital ships and bosses though.
you are your own voice actor
how about you finish your game first before adding mediocre voice acting that'll only ruin the experience?
LOW-POLY user is that you?
>wasting time reading 4channel posts
one yike
Depends on your budget. If you're a cheap ass you can check here:
voicebunny.com
i just need to give the enemies voice lines for when they spot you or engage you in battle, fuck
The difference between the idle animations and hte door animation feels a bit jarring. Looking good tho
have a big youtube channel funding it so it is going well see you all sometime this year
I'm playing to just do all the voices myself instead of hiring people
>tfw all of the characters are female
I'm writing my own engine (yes i know), but reusing and modifying many available parts, the Platform/Utility layer of my engine is a complete mess, since i use an huge C++ utility library called BDE, developed by ((Bloomberg)), i've stripped so much corporate shit and ancient compiler support (AIX/HP-UX/Sun Solaris), and make it lightweight, but i'm
starting to think this wasn't a good idea.
Would anyone be interested in a MMO-like grid-based first-person dungeon crawler for Android? I really just wanna explore some dungeons with my bros
coding your own engine is a good way to learn programming, although the only reason you'd do that is if you aren't interested in making games. Yeah, you can laugh at people for writing their own rendering systems and whatnot but at the end of the day other people will have a game and you'll have a lackluster alternative to tools that already exist and are much better. Even a company like Square which has its own engine has opted to use Unreal.
However, I'm not saying that you shouldn't do it. If you're not having any fun though you should stop.
>for writing
*for not writing
what does BDE provide that you can't roll yourself?
Ditch the MMO part and instead make it so people can drop in drop out via bluetooth or something on their phones.
look up for bug fables, they still post updates now and then, supposely the game will be out in a few months
working on some assets
record them yourself and change the pitch in audacity
I just got sdl installed and made a circle bounce off the sides of the screen so im basically done
>MMO
Everyone that's interested in game dev wants to start right away with an ammo. I'm still waiting on that dragon mmo.
i can't think of many Yea Forums made games that are even just multiplayer, besides risk of rain
I just started trying to make my horror game last night an I already hit a snag.
>Tank controls Fixed camera
>Tank controls Over the shoulder camera
>Free movement over the shoulder camera
Also because I'm shit at layout design, I want to map out the entire game in RPG maker before working on the real thing.
>mfw VA in my country are expensive
>mfw they are shit and their voices sound artificial
If I ever need, I will just use English VAs
mothbro did you abandon your dev tumblr?
also keep up the good work.
Well, not MMO, but at least some sort of persistent online presence. More like a MUD.
mine is
Wider appeal too, most likely.
Based mothbro. Can't wait to try out a demo of this!
I think you need to rebuild your lighting
I learned that you can have the equivalent of preserve volume in blender but for unity (dual quarternion skinning) so I might try throwing a couple models into my abandoned VR sim with that addon to see if it's worth trying again
Unity supports that?
Haven't posted in a long time. This is the third time I've started a new project, and I think i'll actually finish it. Simply put, Cirno gathers ingredients for dinner. I've still got a few major things to do and a lot of minor things not including making actual assets.
Afterwards I want to make a 3rd person action dungeon crawler.
webm 1/3
Oh I know, been working on it.
Webm 2/3
Neat.
3/3
I haven't tried it yet but it would save me so much time if it works
I go through 3d models pretty frequently so I don't have the time to make corrective blendshapes for every little thing
>Mooncraft
I'm doing some world building stuff for a series of games I want to make. My main problem with CRPGs in general is that a generic King Arthur-esque setting is unheard of for some reason. While I don't want to use King Arthur's Camelot as a setting I'm creating a world that Inherits a lot of the same characteristics but gives it some grander conflicts and factions. I'm just starting out but I'm really excited to work on it.
Absolutely not
Have you coded anything?
I'm learning C and hope to make it in a custom engine. I want to be able to port it and own every single part of the game instead of relying on something like game maker or unity
A lot of things, Concurrent containers, advanced multithreading abstraction, memory allocation protocols, atomic operations (OS native or Compiler Intrinsics).
It looks so good, but has their quirks, i had really a bad time to strip all their standard STL usage to use an more lightweight/performant one: EASTL.
Also my greatest fear if i had to port my engine to any major game console (PS4, Switch) i hope they have an POSIX layer for pthreads and file handling (i know it runs in a modified version of FreeBSD, i tested my BDE fork in FreeBSD and works pretty well)
I'm working on a game, it's gonna be huge. Bigger then AAA. The first AAAA game ever made, soley by me. It's gonna be great.
can't wait brother keep us posted
I want to see how big it gets