How's that game coming along, Yea Forums?

how's that game coming along, Yea Forums?

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Just started

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Bump

Is this 3d or 2d? I can't tell.

I'm just having fun

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Still in the ideas stage

>would probably make an RPG if I had the energy to balance numbers and design battle systems
>can't even find the energy to make a Zelda-like game in GMS2, much less the energy to make a complete game
>Don't really have a comfortable working space, only have a Thinkpad T420 to work with
>get anxious whenever I sit at a computer for too long
Gamedev just ain't it for me. My biggest accomplishment was making a functional Tetris clone, but without the conveniences of wall kicks or *infinite* spins. I did program in the 7 piece bag method though.

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Pretty good, I added a gatling gun enemy recently; I just have to fix up some animations and change how long he shoots.

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I've think I've played this game before

c-c-cmon dude i-i-i-its different. My gimmick is that everything in the world is intractable; like you can kick barrels to stun enemies or kick over tables to use as cover.

3d but all the objects are 2d sprites, think DOOM

Meant to reply

That's actually pretty cool. Make sure to highlight these features when you start marketing.

It's going

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Absolutely, a big part of the game is total freedom. Like during "cutscenes" the gameplay doesn't pause and you can kill essential NPCS and alter the story or end it prematurely if you aren't careful.

almost done with all the sprites for the main character

What’s the best gaming engine for triple a games

UE4 if you're actually ok with a bunch of bloat within both the build and the editor and chinese datamining, that aside, being competent at UE4 can apparently help you land a job as fast as Unity nowadays.

Doing great, I posted a screenshot of my game on twitter and got 500+ new followers overnight. I'm feeling motivated now

post it here bro

spiritual successor?

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congrats dude. Is there anything you can point out about your tweet that made made it so successful?

It isn't

Actually no, I wasn't expecting it and I thought it was a pretty uninteresting screenshot

I'm curious, what game?

I got some parts of the UI done. I need to get the NPCs working now. I'm still not sure what I should make the NPCs. I'm stuck between regular humans,kobolds, anime girls, and some chao ripoff.
If anyone has suggestions I'm opened to them.

>I thought it was a pretty uninteresting screenshot
It's odd, make something you find unremarkable but everyone loves it for some reason. Never know why stuff blows up the way it does.

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I barely began but i already got some fun mechanics implanted like on-screen items you can steal from merchants and they react accordingly if they see you or not. Doing art is a bitch when you can only draw four years old shit

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I was starting to make an actual game when I realized that the model matrix of my camera and the model matrix of regular game objects both rotate in the exact opposite direction and I don't know why
Now after taking a break for a few days it's back to engine dev and rewriting/debugging the whole matrix stuff from scratch instead of making the game

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Bump

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Mostly working on station exteriors, plus the website.
Not sure what I should have for pages though, right now I just have an info/FAQ page, a media page, and a buy page.

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>engine dev
ruh roh

I'm still a fuckin' idiot and keep bouncing back and forth between going for Unity or Unreal. So far I've gone Unity, Unreal, then Unity again. I don't know why I can't commit to one of these, I think I'm just scared of making the wrong choice.

> the wrong choice is not starting at all

yeah, I fucking know already. I just don't know if I want to settle with C++ or C# since I'm a nooblord coder. I know Python at least but beyond that I am dumb.

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If you know Python, stick with Python. People here are going to shit on whatever choice you make, but no one who actually plays your game is going to give a shit.

A little slower than I'd like but it's my fault, I'm on spring break and I'm a little lazy with coordinating my partners right now, I'll snap back into it shortly

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Friend is redoing the way activities are done as per L4D's GDC powerpoint. It's a massive rework, but he says it will be worth it because we currently can't do some things simultaneously. As for me, I'm working on making the sound manager so actions play the correct sound effects. Not sure how I'll want to implement background music.

Forums and a wiki.

Wow user, it looks pretty fun, wish you luck

It's coming along, user.
Even if life is not the best right now.

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I fleshed out a story for this and even got far with the art. But I don't know if I'm inspired enough to keep going with it. It's going to eventually be a vent game where I self insert as the main character.

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I thankfully finished class and have a little bit of a break, so I can at least juggle work and this instead of three things.

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rate this uzi

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I remember this!

Been trying to figure out how an action game like dmc but have it be more focused on the guns, like gunslinger style but not mediocre

A eccentric shapeshifter goes on adventures, shenanigans ensues

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Looking good, user!

u out of zi points

Like DMC in what sense? I think it's kind of stupid and tedious to do combos and juggles with guns, games like Bulletstorm and DESYNC tried that and it sucked. You can look at what Vanquish did with its weapon roster and build on that/improve along with allowing quick switching, a lot of it is in the enemy design too though. Like in Vanquish guns have very unique properties that interact with complex enemies and some additional mechanic, which allows for example to use the rocket launcher (which staggers even big enemies like Bias) and follow that up with kicks to keep enemies stunlocked. Point blanking shotgun blasts knock down romanovs encouraging aggression, LFE gun can be used to group up Romanovs and keep them stunlocked. That's the kind of shit you need to capitalize on, having guns that are very distinctly different and complex systems for how enemies get affected by them from varying types of stagger/knockdown to maybe fighting game style counter-hits and other similar stuff. Give the players a large number of unique tools and mechanics that interact with one another and a clever system that prevents degenerate strategies (can either be a rank system or things like enemies breaking out of combos/loops after a certain amount of hits beat em up/fighting game style) and they'll figure out sick combos and have fun doing it.

I would like to make a Homm/Civ game with D2 art style. Is Unity good for 2.5D or is it overkill?

A lot of 2D games in Unity are just 3D games made to look 2D like Hollow Knight and Enter the Gungeon. I wouldn't consider it overkill by any means.

Here, have a joke bit. It's a real place from the game.

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thanks

I'm making a metroidvania!

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Is pikopik still alive?

Literally nothing from that guy in a year.

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I appreciate the attempt for a unique style. Even if it's not flashy, it's its own thing.

still going

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that actually looks fun except for the level design

>aliasing
Well gee I fucking wonder

Best engine for a low-poly 3D platformer that can easily support mods? Seems to be Unreal.

Thanks. I made it after I opened this thread and realized I didn't have any actual levels to go with these enemies. So I threw a custom spawner in a box and called it a night.

I really need to get my shit together. I've got so many mechanics and so little actual content

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Damn, wtf
That looks awesome. Lots of Contra influence

>begun to learn programming
>these fucking loop exercises
God this shit makes me feel like a fucking idiot. I'm already dreading future topics.

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Thanks. You also get a Bionic Commando grapple and there's pads that launch you like DKC and other stuff I haven't managed to refine into a coherent experience

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programming is the funnest part for me. I'm at an art/animation phase and it's killing my motivation to work. I'd much rather be writing and programming.

python don't work on unity/unreal. I don't care what other people think of my preferred programming language, I just want something with tons of resources and something that's easy to learn.

random question for you, I'm sort of the opposite and I want to know what makes someone like you want to program. When I do it, I get frustrated easily because I don't know most of the language's fundamentals so I end up making mistakes and not knowing how to fix them, or I end up not knowing how to achieve the result I want and it's frustrating.

How much of your time programming do you spend on google? For me it's most of it, I've heard this never really goes away completely, just curious.

I cheat sheet frequently, yes. It's no different than anything else, honestly. Artists will cheat sheet about ideas on how to shade a character or even using extensive references. I don't know why programming works for me more than art, though. Maybe it's math or constructively working on logic puzzles. I'm also at a phase where I need sound and music for my prototype.. dreading that as well.

he's been dead for over a year now and dino waifu game was killed months before that

Daily reminder that unless you're making a 3d game you don't need any other engine other than love2d.

>5 years since I wanted to make a game
>Still haven't finished anything.

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You got a pretty good set-up of mechanics here. I can see quite a lot of potential for great levels with this. How are you planning to tackle level design?

Wanted to make on Unreal because I heard it was industry standard, then found out a lot of weird shit going on Epic after Fortnite. Wondering if I should just move to Unity since it seems a lot of companies are interested on it as well. I mostly enjoy 2D games so Unreal is pretty overkill, but stuff like Octopath Traveler looks gorgeous to me, even if on some situations the bloom gets pretty absurd. Unity supposed fits better because it can handle absurd amount of 2D objects better (?) for SHMUPs.

Stealth is that you?

Looking good, reminds me of that Darkwing Duck rema- wait a minute.

The game loads maps and tilesets in Tiled format so it's fairly comfortable to work with, but what I should really do is go old school and sketch them out. I've already had reasonable success translating enemy designs from paper to pixel, but for some reason levels haven't been coming as easy for me. I'm a little worried I'm getting old and my imagination's busted. 1st grade me could churn that shit out faster than a dot matrix printer, what the hell happened

looking cool. it's not like people don't want another game like this, everyone was so hyped for Midnight Animal before it fell apart.

nice

>they forgot the thread where some artist from the darkwing duck project posted their shit here
I'm pretty sure that this is him.

Global event system is complete, now I can have stuff react to events without issues (e.g. an item activating when a creature is hit by a fireball).

Now it's time for some polish, then onto making the combat and movement feel just right.

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Who? quick rundown?

Looks fun, nice job
I like the animation
Looks fun and original, nj

Srpg on alien planet or rpg with alchemy as a focus? I've narrowed it down to these two but I am indecisive.

You know, the usual "I added something to the game and for some fucking reason a peace of script doesnt work and I cant find why"

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