how's your game coming along, Yea Forums?
How's your game coming along, Yea Forums?
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it's alright
meh
trying to get typewriter animations going for dialogues, it's a little harder than I thought because of textmesh pro but it's also a lot more powerful.
I'm using Ink to make and feed the text/choices. It's pretty good.
Would look spookier without the red eyes.
I have been fixing my sky and bugs
Just started working on it again. This time I'll definitely release it!
It's going much faster than I would have thought.
Haven't started yet. Need to learn Python and figure out how to move chords up and down a scale.
Very badly
good, currently working on a data base so the player can breed unique units.
I understand your point but he has 0 personality if I do that. His spookyness is gonna come from being able to enter the house at will.
>get better at drawing
>feel obligated to go back and redo your old shit
I'm somehow getting worse at coding.
Redoing old shit is synonymous with game development
How do I get noticed on twitter? It's always frustrating seeing other devs with 10k+ followers while I barely have 1000
Release a successful game.
But the other devs I was talking about still haven't released their games
Don't turn into a phil fish. Just focus on vidya.
So how do you even release a game, do you need to make a company and get a publisher and shit?
so release something people want to see. If your audience of people that want to see your shit is only 1000 than you should be happy. Don't diss your niche.
you're right, thank you
Working on station models, plus also redid the pathfinding of my NPC ships a little bit, added some more proper models for larger ships, and did some work on raids and dungeons.
Uploaded a demo for /agdg/'s demo day. Still working on improving it. Updated the charging graphic (not live) and started the logo + story intro.
And also did some work on multiplayer improvements, since I've been neglecting that for a while.
>Excessively perfectionist
>But also completely talentless
The vision feels perfectly put together in my head, but it all falls apart when I try to make it real
When I played your demo the sound effects felt really out of place and kinda annoying, mostly the firing sounds.
It's almost like you need to get experience by actually doing something instead of just sitting on your lazy ass
I can't draw to save my life and I can't afford to commission a person to do the art for me.
Placeholders, but you're right. Next thing I'll do is give it real sfx and music. I can't expect people not to judge that at this point
save up your money, don't eat.
Grinding various animation cycles
this looks good
best software/program for creating vidya?
>spent like a week coming up with a simple but clear ui
>suddenly everything starts fucking up and everything's moved out of place
>nothing i can do will fix it
>about to have a panic attack because i lost a week's work and forgot to back it up
>turns out i set a font size wrong and correcting it solved everything
back up your shit, children
>indie game dev
>in current year
Cute
Learning to make textures and do UV mapping. Having fun
C
Work has only just begun
It's indefinitely in the planning stage while I try to design something not shit but is actually feasible in terms of execution. Thanks for asking.
I like it but slow down the flicker lighting from the candle. The pulse is too fast.
Was sick for the past month, haven't done shit.
Might as well start a new project fresh. Now to figure out what to do.. something VR
This looks comfy but at the same time too unityish
Most days i just fiddle with it a bit, i do something that would take 2 minutes if i could apply myself, and tab in and out on the window, stretching it over the entire day.
Even if i just make an inch of progress a day, i stave off the shitty feeling of wasting my life. I really hope someone can enjoy this when its all done in 2030.
That seems pretty clearly Unreal to me.
this, what is that, a nightclub candle?
I don't know the lighting feels like Unity, but then again it's just pretty generic I guess.
perhaps watching videos of candle flickers was foolish.
>youtube.com
I took a pause to what I was doing so I could learn modeling. I know it's not popular, but I want to go for the pre-rendered sprites look.
this looks really good. very nostalgic artstyle for me.
user...
From my understanding, game developers gain attention and followers from posting their work on social media, but arent game devs afraid of others possibly stealing their ideas? Is this a thing to be concerned about as a indie dev?
Nothing for now, just finishing my first C++ game with Udemy for the course of Unreal.
I do it for fun only, haven't planned to work or anything, but maybe just try to make a first-person dungeon crawler.
Basically I don't really care where it will carry me, I am doing this for fun even if C++ or Unreal are maybe not the best choices.
the night level looks better
>stealing their ideas
Don't sweat it. It's not about ideas, it's about execution. Anyone can think of an "awesome game idea", but only a small fraction of those actual go out and make it. So the trade off of getting new followers for the tiny possibility of getting your idea stolen and shipped before you is totally worth it.
Yeah good luck trying to replicate my work
I agree, it almost has a Wind Waker vive.
No, it would be idiotic to steal someones idea after they've already publically posted it. They have rights to the IP at that point.
Also i find it hard to believe an indie game developer would have to steal an idea.
ideas are literally worthless
you have my interest user
FUCK IT I FUCKING QUIT I AM SO SICK OF THIS BULLSHIT
Considering that by nature, everything on social media can be time stamped, you should have no problem proving to people that your idea was stolen if you promoted it from the beginning.
Social Media in this day and age is a valuable marketing tool. If you aren't using it to promote not only your game, but yourself, then you're missing out on a valuable tool. Just don't do anything stupid like share your fucking political views.
but goyim how will i make money if you aren't telling everyone to vote for me and my party?
I fucking love Mischief Makers and I wish there were more games with a similar artstyle. I wouldn't say it looks amazing but I always thought it looked unique. Good luck getting good at it.
pretty fucking badly
I have no inspiration to do more than the absolutely minuscule amount I've done so far, which is essentially nothing besides half-form the starting room
not like it's going to be a big and complex game anyway, just going to be walk around and talk to 2D sprites with maybe 1-hit kill combat.
I mean okay I guess. Way behind schedule.
This is also the least developed map I have. But it's the most recent footage.
youtube.com
Nobody is going to steal ideas that haven't proved themselves.
Spent a lot of time working on animation and a state machine, then moved into creation of models which became a black hole sucking away all my time.
I just bought zbrush 2019 so I can start my passion project. I'm going for a dk country aesthetic, but instead it is rendered in real time 3d. I'm so hyped! Love you bros.
ui is done n ready
I just bought a Raspberry pi to turn into a portable typewriter and learned you can learn all kinds of learndings about coding through it, so I was listening to 99luftballoons and thinking about a game where you play as a Nazi who has to rescue his mentally challenged younger brother from the rest of the Nazis
Has anyone used Construct 2 and is it good?
What about Construct 3?
Visuals are nice but what do you actually do?
>dat ass and dress physics
take a wild guess user
Not a Goddamned thing lol
No offense, but I think selling a game based on sex appeal is the laziest shit on the planet. I really do wish you well though. Everything looks pretty good.
Keep it up
not my game and I disagree all things take effort to do well even selling using sex appeal. I hope he does well too.
>catatonic
heh
>create waifu model
>probably copied another humanoid model for the base
>create interior of building
>slap it all into unreal engine and make a walking simulator
>"Yep, im a bit of a game dev myself"
Not saying it doesn't take effort, but it's a cheap sell. There is no actual gameplay, at least not judging by the clip you showed. If I want porn I'll go to pornhub, and it won't be no softcore vague shit either. I'm talking bukkake ass shit. When I play a video game, I want a god damn video game, not some half porn teenager bullshit. Still wish the dev well, though.
did you model and texture the cathedral ?
Yeah, using Blender and substance painter
where is anubis?
>I know it's not popular
that style is literally going to be the most popular indie style in the next 10ish years. Everyone will stop doing pixel 2d, and move on to low poly and 3d pre-rendered.
it's all just ideas until i find the energy to learn to code
in your sweet white butt
why are all porn videogames so tasteless
she's too fat
Posted on a couple of these threads quite a bit ago, but I did release on steam after a year and a half. It's a 1-bit metroidvania where you take over new machines to progress. Take a key if it sounds interesting
page: store.steampowered.com
1. PZ67V-G59XA-DGHG9
2. TQVHD-H0CI7-C89ZP
3. BX46Z-AD7GP-5K45Y
4. BCDNY-V3B9F-RHXN6
5. 47ZC3-J3QIG-VY57F
Let other anons know which one you took if you do take one. Keep on deving
>raids
>multiplayer
So it's an MMO?
Took 4. Looks interesting, I'll check it out.
5
I'll put her on a diet or something.
Grabbed 3, thank you for the game.
got 2
you can pay a 100$ publishing fee and just throw it up on steam yourself very easily
Still going, it's taking awhile
Multiplayer and singleplayer, like Freelancer. Which it is not a clone of it.
took 1
I'll say, considering you only post this one webm over and over.
Looks fun though
this. There's also the Epic store now, but I'm not sure exactly how that works. You can sell on itch.io too, but that seem a little less profitable. But if it's single player, you should probably put it everywhere.
There's a lot of videos and weekly playtests on the discord, making webms is a pain though
Been teaching myself game dev shit in unity and blender for a couple years now
currently working on something similar to a hybrid of a 2D zelda and pikmin where you play as a gravedigger that can dig up skeleton minions to help you solve puzzles
i dont have any gameplay to show off that is any good, but i can post a few of my really shitty 3D models if anyone is curious
Looks fun.
Just get webm for retards. Make a game, not excuses.
What's it called when you look at a blank canvas and have no idea how to start painting? I'm suffering from whatever that is.
I don't know where to start
Have you ever done art or programming before?
99% of indie games arent really original enough to bother stealing the idea and if youre working on some subversive genre defining masterpiece its going to be VERY obvious if someone steals it
Making webms is not making a game, user. Posting actual video formats to things like youtube or twitter will do much more your game than posting in this trash heap.
Took me two months but I finally found the motivation to do something in Spine. Now I need the motivation to finish the animation I started. Hopefully by end of April it should be finished.
Excuses excuses. I'm beginning to think you don't actually have a game beyond some basic bullshots.
I graduated with a degree in CE a few months ago but I'm currently a NEET
>Use a nonstandard engine that is the best at what it does
>Documentation for it is kind of shit
Had another dream about my dream game but still haven't figured out an efficient way to handle the network requirements
By definition you're not.
lol you're getting butthurt about webms. I've already posted a complete youtube channel. I'm not going out of my way to make webms just so some salty fucks can complain about one of my materials being slightly too blue. I have more important shit to do, like... you know... work on my game.
You're not replying to the dev anymore
Looks neat
That was past tense user. I've been sitting on my ass masturbating and shitposting.
I read a very interesting article (write-up?) about the Star Wars Tie Fighter (and X-Wing) games networking development, but I can't find it now.
Would definitely be worth a read though.
Anyone want someone to make music for their game?
I make music all the time for no real reason but ive always wanted to get into making songs for video games
I'll look for it, might give me some ideas
Thanks, user.
I mean, there's always the chance that your work could be copied by Zynga or some other chinese megacorp, but they could do that and fuck you anyway.
Is correct. The risk of having your ideas stolen are slim to none and honestly? They probably aren't that good to begin with. That's not a personal slight against you, everyone can come up with good ideas. Execution is everything.
Yeah, I don't think it was about a massive amount of connections if that's what you're thinking about, but was about having low latency p2p connections and how it worked with the game state, etc.
Reading about Doom's netcode would probably also be great, I'm sure with Carmack working on the programming there is something to be learned from that as well.
It's going OK, I've been really slacking recently so I'm forcing myself to add or work on something everyday even if it's just something small.
Pyromaniacs will love this game
Redoing the dialogue system right now since the old one was a confusing mess and working on more character art
Anyways yes I have programmed before
What's going on in the background. Is that a 3D game.
I hate UI and networking so much that I'd literally rather pound rusty nails through my dick.
none of you retards are game developers
I bet you don't even know how to do a simple hello world in python, the world's most retard-proof language
you all are kids playing with legos; fuck off
You have never and will never make shit in your life and nobody is going to even know.
@NPC453557427
not an argument
Post some examples.
its why I always call myself a scripter since I only play with other people's tool. The days of "needing" to make your own engine from machine code is pointless time investment. so python? you're kawaii user
hey you're the one who came all the way to Yea Forums to yell at people
he has a point. slapping your custom art onto a platformer template and creating generic platformer #58302 is not anything like what programmers did to make your game work did.
Yea it's 3D with 2D characters. Since I can draw better than I can model I'm going with a paper mario sort of thing
soundcloud.com
here is my soundcloud
Ive been making music for years as a hobby but ive always wanted to do music for media.
Ive worked with a few people in the past but they have always fizzled out so im hoping i can get on board with some people who want to push through
haha found the nodev. Go get fucked you jealous asswipe nothing person.
t. currently in the process of developing generic rpg #995920359
what kind of stuff inspires you? no sense stuffing you in to a project you won't care for
i'm actually a lawyer, but game design is something that i do as my hobby, i just want to create my perfect game that it wanted to play when i was a child, since neiter destiny, mass effect, no mans sky or other new sci fi games has done it as i was expecting
I like your style but I'm not working on something like now.
Good luck finding someone though.
Maybe check out the gamedev generals on /vg/.
I’m more of a game developer while knowing absolutely nothing about coding than you’ll ever in your whole life c:
t. currently in the process of not developing anything
Lol want to make a generic platformer AND a generic “engine”
>t. currently in the process of developing absolutely nothing
Go fuck a snake you worthless motherfucker. I make 95k a year and I do this shit on the side because I enjoy it. Sucks that you have nothing and feel the need to shit on others because you haven't done a godamn thing with your life and you likely never will.
i can understand that
Im super inspired by Akira Yamaoka and basically the entire early silent hill franchise soundtrack. I love making atmospheric music that matches moods and feelings. I tend to compose more electronic stuff, but with a heavy atmospheric aspect
lmao so much butthurt
DUDE FLAT COLORS AND NO TEXTURES LMAO
t. Seething tranny
i'm nodev as fuck i just come here to look at some neat things people are doing
>i enjoy trolling people that create things I'm too stupid to understand on an anonymous Belgium fly fishing image board
Yep, you sure showed me.
not silent hill but I could see myself doing a classic RE static cam game
>implying you are creating things of value or using your time positively
and who do you think you are, to judge me you hypocrite? i create shit in my toilet too.
not gonna tell you because its secret
And what are you creating, exactly? The shit in your toilet that you talk about is worth more than you are.
this tileset turned out too loud
it feels empty in some places
Just plodding away at my minecraft clone
I finally found an Artist! We are trying to get down the art style of the game, here is a shotgun we made.
>dream game is a card battle RPG like pic related, but you can interact with and recruit random encounters like SMT
What are some good games that do either of these things, so I can understand what works and what doesn't?
import hello_world
def main():
hello_world = hello_world_init()
hello_world.create()
hello_world.run()
Yeah one big thing I learned/a bad habit I had, was that I tried to use every room's space fully (but didn't), and never actually lifted up the lowest ground that the player walks on. Makes it feel really empty
AAAAAAAAAAAAAAAA
Dude show your game lmao
I took a long hiatus because I got busy, but this the items/inventory/equipment systems are pretty feature complete now except for I have to re-implement the weapons/armor upgrade system and some text needs to be adjusted and I have to replace all my placeholders with the actuals.
Best place to learn to code?
Your computer
Pick a language, start a project, learn as you go, don't get attached to anything
looks pretty cool user
which engine should i pick if i want to make Silent Hill/Resident Evil clone?
First, get a standard calculus text and dive in. You should also get linear algebra and discrete math books as well; make sure the discrete text is proof based.
Once you're a couple chapters in to your discrete book (you will want to have covered basic proposition and higher order logic, and basic proofs), you may begin learning programming and computer architecture. As a litmus test, if you don't know what this statement is
∀P((0∈P∧∀i(i∈P-->i+1∈P))-->∀n(n∈P))
you aren't ready to take the reins of a computer.
Now, forget what you do know about computer programming:
First, you learn boolean logic operations
then, you learn transistor logic
then, you learn how to build functional units from logic gates
then, you learn CPU design
then, and only then, you learn assembly language
then, after you have mastered assembly language (not dabbled, but mastered it), you learn C
then, after you have mastered C, you may learn the higher-level languages of your choice, but you will always use C and assembly as your primary languages because everything else is unnecessary bloat.
By this time you should be finished with your first wave of math and ready for the next: abstract algebra, analysis, multivariate and vector calculus, and, after you have progressed a way in those, topology.
Finally, you become familiar with topoi, and study the internal logic of categories
then familiarize yourself with (general) type theory, and its applications to programming. I also recommend studying how to reformulate mathematics in terms of globular categories for use in automatic theorem proving, because there is an inherent programming-like 'feel' to it.
How do I learn Data Oriented Programming?
You gonna make it fixed camera right?
by the time you finish reading this you'll be a programming pro or hate yourself
nice meme
It's a game about exploring a procedurally generated museum
It's based on a dream I had
I only have one room so far
>n∈P
Thanks, that's what I was going for
Explain lamda expressions and functional interfaces plz
yes, obviously
that sounds dope
what have you done so far i want to see
i want to make a fps parkour game but i can't 3d model
>∀P((0∈P∧∀i(i∈P-->i+1∈P))-->∀n(n∈P))
>literally, unironically using second order logic
lmfao
HOW DO I CONCENTRATE?
>lamda expressions
Fucking useless and engender poor programming practices
>functional interfaces
Fucking worthless unless you're coding in some third world language like Java
unreal seems the easiest to learn
Typefag?
>Tfw want to make a card game, but can't code to save my life
>Tfw no RPG Maker equivalent to TCGs
I have a feeling you mean some specific person in mind, in which case you are mistaken. I do like (relatively) strong typing, however.
find a simple, easy to learn game engine out there. you don't need anything as complex as unreal engine to make a card game. then all the code you will have to learn is just logic stuff, not domain specific graphics programming or anything like that.
actually, now that i think about it, Game Maker would probably, unironically, be a good fit.
>Default UE4 lens flares
I just learned the hard way that getting a visible body to work in first person perspective is actually hard as fuck.
As soon as you want the character to do shit with his arms/hands, shit hit the fan because FoV & neck movement IRL are actually super important.
According to post-mortem from bigger studio, it's pointless to even try unless you have an animator dedicated specifically to do first-person version of all your character animations.
So probably gonna have to go with no visible body and just the shadow ...
=)
I was more curious if you preferred type theory as a sort of meta language to build mathematics on as opposed to set theory and its use of higher order logic
yeah, it's pretty standard to have completely separate models and animations for first vs third person
that's a nice cathedral
Also I REALLY need help, while watching some videos on youtube I got an idea for a game, which is relatively simple, it cashes in on a current trend, but with a very original spin, in fact it's on a completely different genre from said trend, and I KNOW it's the perfect mix for it to be very successful. Here's the problem, I'm not passionately interested in making such project, it's not why I got into studying the process of developing games, it's not what I want to do, but I know that it's such a winner idea that if i did I would earn actual millions from it, and now I'm torn.
user,
This. Maybe Godot?
Once you pick an engine, google the name of the engine + State Machine. A state machine is all you need to move through your game phases and turn order. It's the same for all turn based games actually. The big secret is that coding is pretty easy as long as your not try to do some crazy shit that has never been done before.
Guess I'm gonna do some research. Wish me luck, boys.
I don't really care about foundational autism. Set theory is most certainly broken, though.
>guy can't code
>recommend godot to him
hoo boy
tell us or bullshit
So what do you need help with?.
I'll just say it's rimworld levels of "JACKPOT". As in I don't know how no one thought about this before.
>currently working on something similar to a hybrid of a 2D zelda and pikmin where you play as a gravedigger that can dig up skeleton minions to help you solve puzzles
I like the sound of it.
an actual ideaguy in the wild, watch, as he attempts to lure prey into his trap
bullshit alert
>a 2D zelda and pikmin where you play as a gravedigger that can dig up skeleton minions to help you solve puzzles
Something like Lost Vikings with a dead adventuring party you animate would be cool
I like the aesthetic.
the genre of the game I want to play is pretty niche, top down shooter/rpg with a focus on sandbox elements, on a sci-fi/fantasy setting. Think of it as Helldivers, made from ground up for kmb controls, with better developed game systems, and a faster gameplay since I'm also taking some good inspiration from Furi. At it's best I can imagine selling a 100k copies if I invest a few good years of development in it after the game is finished, like Terraria did. It's a niche genre, there's no way around it. But *I* want to play this, it's why I got into game development, there's nothing like it, and if I want to scratch this itch I'll have to make the damn thing myself.
The idea I got though, it's that kind of thing that's somewhat on the background of people's mind and you don't realize just how natural the progression (from a current trend) into it is, until the idea finally clicks. I can see it selling a shitload, but like I said I have zero interest on the trends this concept cashes in. The problem is that I obviously want money, and the idea of legitimately becoming rich is obviously tempting, even if I know I'll have to put a lot of effort in it. Money doesn't make you happy, but it prevents you from being miserable due to not being able to do things you want to.
I'm torn between what I should do. The game I want to play or the game that will make me rich?
i've got zero idea where to start with learning coding, but i've got a game i want to make.
where would one start to learn if they wanted to make a game for dreamcast
i dig it, you make it yourself?
Fuck no I don't trust people enough to give them my ideas, or to to work with them on projects such as this.
>tfw no cute bf dick to suck while you work on your game
is this still alive? can this guy get added?
unironically this
I should print this at work
Please don't tell me you're trannies.
no this was made by another user shown off in a thread like this. I saved it about two years ago now so I have no idea if there is an update to this.
Brainlet and cant code for shit
Cant do art either. Well i am fucked
No, not at all
Tfw not working on your engine, but a code generator for your engine's data model.
Can you pls stop this I have enough problems as it is
coming along fine, just have to do a little more to enter beta stage and then go over to polishing some things, moving and testing it on iOS devices (primarily used Android for development & testing) and prepare for release after that.
If I'm not forgetting something right now.
Your game will literally never, ever get made.
Are you that autistic nodev from the /vg/ generals?
If you can't trust a team to make the game it's going to take 4-6 years of solo dev work, by which point you will have missed the window that you think you have.
Iconoclasts took one guy 8 years to make and released right at the peak of it's genre.
>it's going to take 4-6 years of solo dev work
And I'm 100% happy with that. At least for my passion project.
>by which point you will have missed the window that you think you have
It's a "trend", but it's not one that's going away any time soon unfortunately. Did zombie shooters ever go away? Nope, dying light is still making a lot of success despite being released after the "peak" of the genre. Honestly I actually wish you were right that said trend would die, but I don't see it happening.
you can be an idea guy like this guy and constantly annoy actual devs
It actually released four years after the peak of its genre.
Extremely spooky. Love it.
show some gameplay
Annoyed how exactly? How is the question of whether you should do something you know that will be successful or something you want to play it yourself even a "ideas guy"?
Working on it. Going well so far. I was planning to make ero monster girls with actual gameplay, but I think ecchi is better at the moment. Gotta get that wider market appeal.
I haven't even started, just end me
At this point, I think I'm going to make one off short games just to burn through my character ideas. Sort of like how Konjak did with Legend of Princess. I just don't have time to make one huge game, but I got so many characters I want use for a variety of them.
because devs have ideas too dumbass, and when you get into the nitty gritty of implementing every detail then you start to find out just how shitty your vague idea is.
>how shitty your vague idea is
That's not what my question is about you retard. I'm not asking for help on that, and I AM well versed enough to know about the process of translating vague concepts into detailed projects. Again the question wasn't even about the idea itself, but whether an indie dev should go for something that he knows will make him rich or something that he wants to play.
I am making smt but every demon is a wojak variant
where do I advertize my lewd game?
Patreon
I'm good at drawing and I already intend to go back and change all my work because I know I'll be better.
You're overcomplicating things, this is very simple. Make your furrybait battle royal and then make the game you actually want to play.
lewd games are hidden in Patreon.
>Make your furrybait battle royal
If the idea I had were as simple as this I'd have an easy time dismissing it as stupid, due to how saturated the market is getting. Alas no such luck.
Protip: it won't make you rich if you don't want to make it
My game is coming along fine! Today, I will start scaffolding the new scene I planned yesterday.
nice
>Lambda
>Useless
Brainlet.
Yeah that's what I keep reminding myself.
How about riches first, and then the game you want to play?
On the shelf because I just started an internship at an actual real international game company
compsci student here, what would be a good engine to play around with the practice java?
I've seen people die with a mentality like that, rich but never actually doing what they really wanted to do. It's actually one of my biggest fears in life.
none, java is not for games
c# is very similar though and that's used by unity
>A story that involves two anthropomorphic animals (a husky who wants to find the first planted flower in-existence, and a billy goat who wants to find the finest pair of shoes), a snow girl that can bring life from snow sculptures, and a human male magician who seeks to find a better home, all travel across the plains of once a cherished planet gone into calamity caused by a demonic lynx hybrid praised as a God amongst the lynx creatures.
The plot is there, but how do I gain the courage to develop this as an entire game? I recently got the GM license, and yet what else am I missing?
Gameplay.
>my biggest fear is becoming rich
Currently making a isometric golf game like kirby's dream course. Trying to add steamworks P2P via Facepunch.Steamworks but fucking garry hasn't documented any of the networking bits.
jMonkeyEngine
Have you commissioned the furry porn yet?
As much as I want to go into that direction, I'm always in the fear of presenting something that people will find it not their liking.
libgdx
People are going to hate whatever you make regardless, so make what you want.
And what's up with people saying you need to have a company or LLC or whatever to avoid being sued to dead?
Then you'll never get anything done.
Do anthropomorphic creatures always have to carry the stigma of just being useful for only furry porn?
Have you ever dealt with a rich person on a daily basis? Do you know what that amount of money does to a person? How it isolates them? Any sort of mental issues, which actually everyone has, gets amplified too. Yeah money is amazing because it gives you power, but it also in itself creates more problems than it solves.
Yes. Your game will forever be nothing more than furry porn bait.
But how does one manage to keep themselves confident enough to become more productive with the idea that they won't abandon it several minutes later? I don't want to be lethargic about doing this because making a game was always my passion project. However, in the same time, my brain just rejects the idea and slowly just procrastinates and prevents me from even trying.
Only to those who masturbate to such things on a daily basis. You'll have to ask another place for a legitimate answer.
Clearly there's nothing wrong about that, right guys?
r-right?
>pleasuring yourself to beastiality
Fuck that noise
You sound like a major fuckboy. Do you have enough money to retire with right now? Are you living off a trust fund? If you don't concern yourself with your future finances because you're already so packed, you're rich enough to make the game you want.
Todd, is that you?
>one user on this thread is taking notes of various concepts being tossed around left and centre without provoking anyone
there are examples of people directly copying someone else's idea and the copy bombs. there are examples where someone steals someone else's idea and beats them to market, but the original comes out later and is way more popular. Ideas. Don't. Mean. Shit. It's all about execution. and if it's your idea, you ought to be the best to execute on it
>white highlight
>no highlight on the phonograph
>a snow girl that can bring life from snow sculptures
Frozen did it
>Has time to post on Yea Forums and further argue about not having time to make webms
>In this time he could've made new webm instead of showing off the same one every fucking thread
Uh, excuse me, designers are the most important role in game development. Design is nothing more than ideas. Without ideas, you'd have nothing.
Never thought of that, but ok.
Design is ideas made tangible.
>I'm mad I spent time and money going to school for game "design"
bull shit. modern game designers are self congratulating fuck ups. Programming, Art and Music/Sound is way more important than some egotists ideas. Game directors are way more important than designers, and they basically do the same job. design can be done by any person thats spent more than 5 minutes playing a game
They're going to steal it anyways
Ideas are the seed of everything good. I won't let anyone steal my seed.
Yeah and without my designs you'd be living in some backwater slum with no running water. 5 minutes of gameplay doesn't give you the skills to come up with game ideas, you have to WORK for those skills. Ideas are precious.
lmao just kys my dude. if you knew how to "realize" a your idea in all its details like you said earlier in this thread, then youd be able to just make it yoruself.
listen you stupid fuck i had enough of sneed posting for one god damn day you fucking dipshit
>Ideas are precious.
Ideas are a diamond dozen, get off your soapbox.
I will make it myself, I just need time.
>throw random obstacles in a map
>programmer play tests it
>"boy it sure is hard to move around, I better reorganize these objects"
>guess I'm a level designer now! oi boi!
minmax your socialwhoring stat or brute force it by making a game everyone wants to play?
As if a programmer would play test it. Programmers are no good at playing games. I actively reject programmer feedback, and sometimes interpret the opposite of their criticism because I know just how worthless it is.
Idea's don't mean shit, it's all about execution. The best games are ones that aren't new ideas but are just executed really well.
pretending to be someone who works in the industry is really cute user. if you really believed in your shit you'd say what games you've worked on as a "designer"
>The best games are ones that aren't new ideas but are just executed really well
And actually have a decent amount of content
Stop making tech demos reeeeee
>diamond dozen
It's a doggy dog world. But let me play the double's advocate.
Names are ideas. I'm not giving those away.
moar
Construct 3 is ass unless you pay for it. If you know even a little about programming, I would just use Unity instead.
Good nights sleep. 6 hours minimum. Vitamin B. Omega 3 oils. At least 70% chocolate.
Dope work.
sorry i thought you were someone else from earlier. i should've actually read the thread.
how can I motivate me to finally end my fucking game?
just do it
I pay my ticktacks like any other man. At the end of the bay, it's just a sloth of life.
Market more.
If you create something that may be enjoyed by others, you can finally die with no ragrets
money, fun, pride of accomplishing something.
I heard he was off alimony and smiling.
im looking for a squad mate i can do some low poly rpg like 3D assets (characters, props,environment), I know preety good UE4 tho
Would a Paper Mario style "2D stuff on a 3D plane" work in Game Maker?
game maker does support 3d but you're better off learning other engines if you're making something big
think of it this way: your game idea is only as good as its implementation, so which one do you think will have better implementation when made by you?
whats the gameplay tho
>tfw can't draw worth shit and your game looks like shit too because of this
Either case, because I spent the last 10 years studying ideas, concepts and their implementations, it's precisely the kind of thing that I have fun with, even more than simply playing games, but I'm simply not a fan of the project that would give me millions.
>i spent ten years playing games
why are you even still refreshing this thread m8
>playing games
You have to be baiting at this point. Honestly, out of all the threads you could shitpost, console wars, waifu threads, political bait, out of all of those, why decide to shitpost specifically here? What's your fucking problem?
ayy polish bro
>Idea guys thinking they're of any use
You are worthless unless you actually make something.
There's a really great phone app called SoloLearn. It got courses on many programming/scripting languages to learn basics.
Probably because this thread is inundated with
>help me guys, i dont know what to dooooo
and
>tfw cant code/art
that people have a short fuse for those finding excuses to not make games
And your shitposting is only adding to the pile of problems this thread has. You have no right to complain when you do even worse.
wasnt the guy you were arguing with btw
>youtube.com
A single person made this game, and yet people thins OMAs don't work.
Looks cool but the stage is way too small, feels claustrophobic.
High tier chink autists can literally break reality as long as they're ripping other people off
Westcucks cannot compete
i've been working on my player animations this week, only to discover the head correction is not working, so i'll get back and fix the head bone rotation manually, i guess.
twitter.com
Looking great! That default UE4 sky really brings everything down.
Retard.
yup
Finished 6 Mechs, pretty happy with all of them.
Now I have to chop them up into head, body, backpack, rArm, lArm, legs and then texture every part individually.
>Total of 36 parts to texture
wew can't even imagine how annoying this must be with ornate fantasy armors
>game itself is a horrible broken mess of spaghetti and abandoned features/half baked ideas
>working on shitty models instead
kill me
feels good to finally stop ideaguying and work towards simple modeling.
Implemented cell doors, now i'm figuring out how to create a generic "electrical device" class that both AI and players can interact with based on their individual access levels
Finished a few UI's this week, still got a few to go.
very cute!
Good thanks, porting it all from AGS to visionaire.
Probably coulda gone for unity but cbf with all the plug ins etc you need.
I decided to town down the lewdity too, which is weird but might give me a better chance at selling the game.
Thanks, the idea is to just make as many UI's as I can think of. Waste of time but I also want to cater to those few guys who use converters for their favourite controllers.
You can mix and match and use any button icon for any action you want, so you'll be building your own Ui basically.
There are also presets if you don't want that of course.
>Motion blueughueh
Got any gameplay?
Sometimes I get the feeling to make something completely and utterly retarded and embarrassing. Tell me I'm a bitch worrying about cross-contamination. I know autists can figure any connection out, but should I really be concerned?
No, long story short we restarted from scratch but are just keeping some things.
I'm doing some additions to the UI in my free time but we have been hired by a local city to make videogame tie-in for their Roman history projects. Will be working on that for the next 6 months, after that we'll start up our own project again.
oh fug
Turns out you need to turn it off in the engine rendering settings too and not just the player camera, I think that's because I was using webmcam to record directly from the editor viewport
fix'd
dont think of it as 36 parts to texture, its only 6 characters. ez.
how detailed is everything going to be?
Yeah, project settings are always on, even if you changed the post processing volumes settings or camera settings. Hate it.
artist's block
Babylon is used by indians. Three is what you want.
The player is supposed to build his own mech, so it's 36 parts that can mixed and matched and thus need their own textures.
>how detailed is everything going to be?
Ehh it's going to be really simple, most armor plates will stay white so the player can color them. Also, I use some texture-creator tool for Unity. So it's not a lot of work. I just don't have whole lot of time these days and I tend to rework things endlessly until I like them.
>I use some texture-creator tool for Unity
Which one? Do you need to do anything in blender other than UV unwrap the models?
Also, you're using ue4 in your game, correct?
Making a game with SRPG studio! I want to shadow a Fire Emblem type game that's like Thracia 776!
It's called surforge and it's pretty damn amazing
youtube.com
>Also, you're using ue4 in your game, correct?
Nah just shitty old unity. Webm related it's some old ass gameplay
>2 year old footage
kill me now
That's sounds like a lot of work and kinda hard to convey in a clear manner. But the people that use these controllers surely will be happy about that
wew, I confused you with another user who's making a mech game in ue4.
webm looks very nice, all the best user
I know that feel. Once the basic gameplay is ready it's an endless treadmill of creating assets
>yfw still on 4.5.3 with my project
After life took a turn for the worse, I at least found comfort in working on my game again.
Soon it will be fully playable locally again and then comes network stuff, more characters and hopefully music
Yea Forums what would you recommend as someone with experience in Maya but 0 programming experience.
Unreal and C++
or Unity and C#?
Unreal and blueprints.
Danke
Unreal C++ is a meme. Just open Unreal once and you see the engine just pushing blueprints into your face like C++ is a secondary option you shouldn't bother using
There is no real difference for people at the amateur level. Unreal uses blueprints which is useful for people who can't code, Unity has a giant asset store with some really stuff in it(save system, AI, etc). So it's really up to you.
kind of reminds me of those chest enemies from treasure trove cove in Banjo-Kazooie.
Hey I'm going to use this for my porn game I hope you don't mind
It would, I'm making a game with that kind of aesthetic (not the paper, but 2D on 3D) in GMS right now. You just need to understand the limits of the engine.
I think I have missed the battle royale boat
Honestly Blueprints is a gamechanger. It lets laymen dive into programming and actually making something, and for more experienced people it makes some things like quick prototyping of an idea much easier.
I don't know a lick of programming and I've already roughly replicated most of the basic core gameplay systems of a Souls game. That's fucking crazy. If Unity implemented something as robust as Blueprints, you would very much likely see another huge indie boom like earlier in the decade, if not bigger.
should i focus on getting better at drawing or modeling? i'm pretty shit at both.
Would Yea Forums play another "monster pet simulator" game? What would they add or change to the genre?
Depends on how cute the monster is and how much depth/complexity it has
Depends on what your actual goal is.
How do I gamefeel, just add a bunch of screenshake and sfx when you do anything?
i wanna make an ape escape clone.
Make your walking feel good.
Start by doing that. Then revise, experiment, adjust. It's something you should probably always be thinking about in the background, but don't try to set aside a day to do it. It should be done over the course of development
>bunch of screenshake (...) when you do anything?
terrible, screenshake should be used sparingly
Programming/coding and modeling. Drawing is a good base skill, but it's not going to be very applicable to something like that. Maybe for some texture work, but that's not really drawing unless you're going for a hand-painted kind of aesthetic.
Still having problems figuring out how to implement driving controls on the keyboard.
While for analogue it's pretty easy since I can tie the turnrate to value of the analogue stick and cap it at something, for keyboard I feel like something like Lotus III had it right but I can't for the love of me figure how they did it so good where holding the joy after a while would give a hard turn and just tapping it soft turns.
I know it also tied to X and Y speeds since turning when accelerator was pressed didn't produce such tight turns. It's a really good system that is easy to learn and hard to master but I can't for the life of me figure it out.
How many DWORDs do you use?
Yes, but at that point you're writing your own scripts for everything so you'd just be better off switching to something like SDL/glfw/SFML and regular OpenGL.
>DWORD
WINAPI go away
Depends
if action game/action RPG, take the Monster Hunter approach and tie hitstop/screenshake to the amount of damage being done. It's a great, very visceral indicator of dealing a good strong hit and makes the player FEEL powerful.
additionally screenshake is a good way to make the player FEEL how big or heavy something or some action is.
I don't think I'm gonna put any sound in my Android game, do people actually care? I mostly play games while commuting and never bother listening. The apk will be much, much smaller too.
Don't. Just use ue4 and use BluePrint. It does alot for you and it looks actually professional.
That's a terrible idea.
HR dude here. If Fred was being let go the person doing it would be informed well in advance of the reason.
Day 764 (or something, starting to lose track): still working on systems.
Slowly. A funeral came up and Unity has a new prefab system I have to go check out so not much motivation now.
Do you actually listen to the Reigns music while playing it on the tram? I just don't see the appeal of bing bing wahoo on mobile
>tfw I have to work on the game assets
>tfw I unskilled
>tfw I woke up feeling horrible
I have to restructure certain parts of code, I have to improve my art skills, I have to design the enemies and characters, and I'm feeling horrible.
I just want to lay on bed.
i know that feeling
keeping balance between keeping the hobby fun and actually making progress is a bitch
and the last few weeks i didnt do anything
I rarely play phone games, but intentionally leaving out one of the basic features of video games is lazy and a bad idea. Even if people don't listen to sound (headphones are a thing, btw) the fact that your game doesn't have any will, if nothing else, make it appear super amateur.
does anyone have a working copy of Intrinsic?
I read somewhere that only half of mobile players play with game sound on, they just listen to their own music. Hell, many roguelikes and Dwarf Fortress don't even have sound, and I don't think people consider them amateurish.
>wanting to alienate half of your playerbase
I mean, I'm not gonna judge your journey but that isn't a decision I would make. You asked for input and my input is that it's a poor choice.
you should at least put basic sfx in, for example I like listening to pew pew noises in a tower defense game with my own music playing in the background
whats the best software to make this kind of 2D sprites?
At this point I just gotta figure out if it's worth it to add sound support. I'd either have to work with OpenAL within the NDK or actually write some shitty Java that I can JNI into. It's a ton of work for a relatively minor roguelike feature.
Aesprite
I normally enjoy working on my the game, is more rewarding than my last job except for the money part, personally I think is more rewarding than 90% of IT jobs, even though is more tiring than a normal job.
I ate cheese yesterday, I should not have eaten.
GraphicsGale, GIMP or Paint, Aseprite is payed, except for older version, which you can find on the internet, originally the software was open source, but the dev turn in to a jew.
Search for Pixel Logic.
You know you can just compile aseprite for free right
>Search for Pixel Logic.
It's in the /ic/ artbook thread.
Damn that cathedral looks good. I'm not developing a game myself and just lurk these threads to see what people are up to and so far this is the best work I've seen.
post more larry
I dig it. fucking bonus points for replacing all the default art.
ideas are absolutely worthless on their own. nobody is going to rip you off until your game has actually been made and is popular enough to be worth ripping off. if someone has the talent to take your unformed idea and make it into something good then they deserve it more than you do.
Dumb anime girl
I am rewriting an old project in Rust, it's a pretty terrible terminal based "roguelite/rpg." I'm thinking of refactoring everything into an ECS style approach.
I never did gamedev. However I do like to take images/webms/gifs from other user, repost it and pretend its my own game.
it's possible but gamemaker is pretty bad at 3D, look at paper mario 3D land to see how it would look, it's mostly cubes
>Rust
Why? Just use an engine.
dying light is the exception precisely because of the parkour mechanics and the incredibly based devs who refuse to let the game die with free content. it also came out in 2015 and was the last good or moderately successful zombie shooter so yeah the genre is pretty fucking dead right now. you'd need to actually innovate or use an existing IP before you get anyone to give a fuck about your zombie shooter.
Gimme dat patreon link boyo. I wanna see
Alright post what you're working on, even if it is just a concept right now.
>first person rogueLIKE Arx-inspired game
>almost at the point where I can show progress
Yes, he's finally free and recovering. His prayers have been answered
I did heads for all the main characters in a new art style, and now I've started doing bodies.
It's for my MMZ-like action platformer.
you are just a unskill brainlet faggot
There aren't any graphics or sound (I might add sound later) I am using the curses library though.
>HR dude here
lmao
>Arx inspired
fuckin' based
My game will be a dishonoredlike
at least in terms of gameplay and level design, I can't possibly hope to make something very atmospheric as a solodev
progress is
Ever heard of demand an supply?
Oh shit, those are mine.
All my games and dreams are dead
this prefab system is how it should've worked from the start. it's about time they sorted nested prefabs
I'm working on a battle royale type game in unity at the moment. I've only finished the character models animations and most of the terrain so far. How hard would it be as a one-man developer to get an online game going and functioning properly? Especially with so many people on one match or server?
You could have worked for 3D Realms.
These too
Damn, it's really flattering to see someone else spam my stuff
I actually sent a job application to them, but they never replied.
I'm learning c++ a little each day. My actual game is still just an idea...
>These too
Forgot to paste
You should have DMd all your low poly stuff to 1C and 3D Realms on twitter.
Work in unity or whatever while learning so you know what you need.
Maybe I'll try using Twitter a bit. I've only used tumblr so far.
are dumb rpg maker games welcome?
I'm surprised, no one really noticed my post. That's okay.
Dont use Unet, it sucks and is deprecated anyways. Look into Forge Networking Remastered.
it's good
I'm making some cutscene art for the game I'm working on art for.
Just redrawing all my backgrounds for my point and click game in HD.
goddamn it takes ages to do! I can only imagine how much longer it'd take if I was doing them in colour.
>jew
>10 dollars
It's coming along alrighty.
I'm slowly running out of small things to fix.
Might actually still add stealth to the alpha. Had it in place but deactivated it at one point. I could imagine equipping enemies with lamps to look for you in the dark.
Looks great, user. What is it gonna be about?
oh it's you, looking forward for it, keep it up
I remember that game!
That means you’re progressing and about to trascend grok state. Keep pushing forward, user.
I have no idea what that is does it use C sharp? is it related to Unity somehow? why shouldn't I use Unity?
Has anyone here continued a game from a game jam after a long time? How did you move from the game jam prototype to actual game?
>prototyping it in vb.net
>2% CPU usage so far
going well
How should I make low-poly terrains in Unity? I want to make areas of a level that have a natural-looking landscape but without screwing with heightmaps or whatever.
Should I just make my cliffs and hills as models in blender or something?
Forgot to mention the player is meant to walk and play on them as any other part of the level, they're not intended as background pieces.
>precisely because of the parkour mechanics and the incredibly based devs who refuse to let the game die with free content
So you're saying that as long as a game is well made and has a differential it will do well, even if the market is saturated. Who could have thought?
>dead right now
No, Re2make just came out.
>innovate
Precisely why I know it's a jackpot idea.
It's about a girl who rebuilds robots getting embroiled in a murder/mystery/conspiracy plot after she discovers unwiped data hidden on a droid.
Problem is, game starts the day after she got blackout drunk, so she has to piece shit together whilst dealing with a hangover.
how's the Hormone Replacement going?
Thanks BTW.
At the mo everything is hideous and low res as fuck scribbles, but getting there slowly.
Your MC is a bit boring imo.
Generic anime hair and needlessly mahoosive eyebrows
Looks really cool. You got a blog or something?
Finally got the basis of my battle system working.
Also there's a bridge now.
It depends on how ambitious you are. The out-of-the-box networking stuff of unity seemed rather mediocre to me, based on what I've seen. If you want something competitive or nicely looking you'll likely have to put in quite a bit of work. Also, I'd be surprised if a battle royale style game with large maps and lots of players wouldn't come with special constraints of its own, requiring further optimisation in order to make it run properly. That being said, I'd be surprised if the out-of-the-box solutions of other engines were that much better since depending on the game you may need a different system. e.g. FPS usually unlag gameplay by predicting client input locally and interpolating entities between the most recent snapshots, meaning that the player is always 'in the past' whereas a flight simulator or anything physics-based with predictable movement might work better by locally predicting movement based on current data. And as far as I know for melee combat based games, nobody has yet found the ideal solution. Even games heralded as having good combat, e.g. Souls, are from a netcode perspective rather suboptimal as their entire system seems to be animation-based, which is why a lot of weapons have those long-ass charging animations so the player is less likely to notice the lag involved. And other games, e.g. Overwatch, don't synchronise the actual melee attack but rather have huge-swinging animations that simply cause damage within a certain vicinity, regardless if the actual weapon connected or not.
>game starts the day after she got blackout drunk, so she has to piece shit together whilst dealing with a hangover.
remove this part, sounds like something a teenager would come up with
Thanks! Well I got a twitter: twitter.com
Inspired by KH3 loading screens
Besides heightmaps you could also look into volume based terrain, e.g. using marching cubes variants. You could easily find code examples on how to implement that, but in terms of effort it would likely surpass the heightmap approach.
Modelling everything yourself has the theoretical potential to look the best but if you need a lot of content it will also take a lot of effort, possibly surpassing the former, depending on your expertise with modelling and your requirements.
Depending on how low-poly you want things to be you could also work with a discrete height-map approach, where you work with tiles, e.g. think something like Starcraft maps but in 3d. But you'd obviously have to model the tiles and make a script which builds the map from some input grid, which you also may want to edit, requiring some kind of editor script to control the elevation.
Hey I know the guy who made that personally. He fucking hates GMS and would never recommend using it, even for small projects or prototypes. He also made a 3D Mario Kart fangame and told me programming it was awful.
volume based terrain uses way too much memory unless you're making Minecraft or something
Looks nice, ZoE combat pls
It depends on how large your grid is. The triangulated surface itself shouldn't be too big. Also, you might not need all of it loaded all the time. It may be possible to separate it into chunks and load them on demand. Also, systems these days tend to have a lot of memory.
I'll probably have to stick with modelling everything myself then, thanks. I'll have to figure out how to make modular parts by experimenting. I mainly need things like cliffsides, some hilly bumps/dunes, dried-up rivers etc. I'd use Unity's own terrain tools but I need things like caves/other kinds of overhanging geometry.
I guess if it's that simple, the biggest question is how do I integrate a model I made into unity as a terrain item? I'll need to paint and decorate it with different textures and things like rocks and trees.
normally games have holes in the terrain where there's a cave and the cave meshes are inserted over it
And I'd assume the caves are made in an external modelling program? I remember that Bethesda made Skyrim's caves by building tunnel and corner/curve segments, then fitting them in like puzzle pieces and adding props in-engine.
>And I'd assume the caves are made in an external modelling program?
yes
make cave/cliff pieces in a modelling program and lay them over the terrain
it's really easy to see the seams in games that use terrains, World of Warcraft for example
yeah thats it, there is nothing to think about
any idiot could make a 3d game in c
>no rpg maker
Can I get held by Larry
I ain't got shit.
I've got a basic character concept down in paint and an extensive plan on what mechanics I want a core concept of what I want the story to be about. I plan to start learning blender soon, but depression keeps hitting me like a brick wall.
but yeah, currently I'm just in ideaguy stage
>basically a reskin of a existing game
Why bother?
Babylon is better in pretty much every way, three just had the benefit of coming first so there are more resources on it.
No one appreciates or plays RPG Maker gamus.
Is there somewhere I can follow development? This looks rad.
Probably stolen assets from somewhere they just slapped it together they didn’t make anything idort
>using the default assets
>only OC is muh waifus
>that cringy text
I don’t know what else to use rpg maker is difficult enough as it is and anything I want to make almost always requires some kinda plugin
Watch the Art of Screenshake and Juice it Or Lose it
youtu.be
youtu.be
For something more about actual physics/design and a bit of juice, read...
Game Feel
gamifique.files.wordpress.com