Hows your game going Yea Forums?
Hows your game going Yea Forums?
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replace xna with monogame. Also, on hold so I can try my hand at writing a book. Probably less stressful.
>have idea for dream game for a long time
>finally start working on it last year
>life hits me like a sack of bricks
>haven't worked up the motivation to work further on game
>or anything else for that matter
It isn't. Wish it was.
You can do it user.
i'm trying but i don't have any artist to work with
i started working on one a few years ago but every time i want to develop it further i have very little time
I can't draw but I'm pretty sure if you have money there are plenty of people who want to
i'm a washed out game dev that released one real title and now don't have the patience or drive to make another one.
Thanks for reminding me
I just released it today!
youtube.com
Getting close to finishing the actual, game should be done in april. Thinking of getting an artist to remake the graphics but I'm broke and don't know where to start, not to mention it might not be worth it since the game's an arcade run 'n gun so there's not going to be any money in it anyway.
working on a 2.5d rpg game (3d world with Sprites).
going nicely working on levels editor and skills / classes.
using Urho3d, which I discovered recently and is just an incredible engine. love every second with it.
man this pic is old
What's your original game?
Nice, too bad the end of the trailer is underwhelming
Eden - World Builder
I have a question. I'm worldbuilding a world (duh), but how would i turn it into a game?
What would i do when and if i finish the book?
Here is what i have so far btw
projectrinascimento.blogspot.com
Terrible. I want to make a tower-like structure similar to Butter Building in Kirby's Adventure but I'm not sure how to go about it with 2D sprites. How did they do it Yea Forumsros?
Hey, you got an 80 on a review and the game looks nice.
I say you have talent, mate
Were you the user that said that you were making a plane game with ace combat 3 like gravity system?
Gee user where did you get your inspiration
looks good though
What are you working on user?
hm.. no, that must've been a different user..
I had the super-fx snes starfox in mind.
Yeah. The whole game logic and graphic is pretty much done. Now I have to build hundreds of levels for my little puzzle game.
i thought of various area themes i wanted to add and then googled for locations like this to see what you can find in these areas but isn't a too noticable landmark.
I'm at a bit of a standstill
Cloning minecraft sounds easy enough, and getting it running isn't too hard, but once start digging into high performance dynamic loading, things get real brutal real fast. Might backburner the project for something more "fun".
is it possible to make a daggerfall-like in gm-gms?
I love puzzle games user, what's yours like?
did you make any money from it? is it still running?
>Eden - World Builder
It's a minecraft clone i just googled it
Obviously it depends on what kind of game you're doing but stuff like Baba is You shows that people very easily forgive "bad" art if the core gameplay is fun.
Sprite work is hard. Working on animations for my player character in Aseprite later today.
not sure how that answer my question..
Congratulations, it looks fun.
yea, its still running, its got a small community, recently open sourced it
you can find lots of good sprites in opengameart org and paint over it / change patterns to get it more into your own style
thank you!
Hey user, here, you might have some experience in the very domain I'm digging into, I'd like to ask some technical questions
How did you keep performance up? How do you structure the world internally? I'm breaking my world up into 16*16*16 chunks and trying to render each chunk as a contained mesh but the dynamic loading is starting to wear me down a bit, and even if I can get loading optimized, I'm worried about what's going to start happening with having to rebuild an entire mesh every time I break a block.
Do you have any pointers or insights?
Make a lot of money? Was it hard?
sounds pretty cool desu, a lot of devs wouldn't manage to release any game at all or fail to grow even a small community, so you should feel proud.
I downloaded unity on my old laptop and did the tutorials
Realized I'd have to learn a language to do scripting, then figure out terrain generation, ai, and a ton of other stuff to make my game
Then my laptop broke. I got a new one but I've been too busy to learn anything. Oh well, maybe after college.
It's alright if it's self-aware, Baba's graphics were kind of on purpose.
But even in a game like Undertale that's mostly a comical game, it seems like the intent was to make the environments look pretty but they don't. It's self-aware when you're fighting Flowey of course, but the rest of the game is supposed to look like "pretty retro graphics" and they just aren't pretty. I still think it's a good game though.
Establish a character, or a set of characters in a part of that world that you wish to take the reins in a game. If you alrrady have an established world for them to explore, you've done more than half the work for storybuilding. Also make sure you know what type of game you want to create.
I plan on making a world of my own, and establishing that as my "franchise" for games and future media.
I personally disagree and think undertale has very nice artwork, and while not some crazy cum in your pants super detailed pixel masterpiece the environments are very stylized and have lots of details that make things very memorable and comfy to explore. The music is what really ties it together of course.
For the game I'm making, I'd rather make my own than rely on someone else's work. Makes me feel more confident that I put in the effort to make my labor come to life. Thanks for the tip nonetheless.
why would you rebuild the whole chunk every time? are you insisting on using triangles strip instead of lists? because if it's triangle list / faces it should be pretty easy to add / remove individual faced on-the-fly. you can even recycle faces and change vertices position when you destroy a cube that expose another, but that might even be an overkill.
PS I'm not one of those guys you were asking and didn't do a Minecraft clone
I learned monogame before
want to upgrade with something more reliable and commercial
what should I use?
Undertale, or even LISA, are good examples that the pixel art, assuming that's what you need in your game, don't need to be super detailed, or really amazing. Just see how these characters, despite simple looks, spawn all sorts of fan art. Or look at Downwell. Obviously a bit more detailed in terms of art but the black/white/red color pallet brings it all together. Or Minit for just black and white.
use whatever has the development features your game will require
Unity or unreal godot if you like completley free foss software
Change your fucking fonts.
hook up a profiler so you can see where your bottlenecks are. in theory big chunky voxel games shouldn't be that slow on modern hardware and there are multiple good approaches. i released a while a go and targeted some pretty old hardware so i had to do a lot of optimizing. you can check the source here to get the gist of what I did: github.com
Terrain.mm and TerrainChunk.mm would be the two most relevant files. i split the world up into chunks and created meshes for each one and rebuilt them only as necessary in a very optimized way
Oh shit, had no idea you had the source available. I appreciate it, thanks.
pretty much too late now.
Got my friend coding with me, we're making great progress. We have a roadmap of features we want to add and so far we're on schedule with ~40% of the content done. We're looking to release the game by end of summer but we're afraid that the game goes unnoticed due to nonexistent marketing (budget). How would you guys go shilling your game besides agdg and occasional facebook/instagram post?
I'm you come from MonoGame id go for unity, but consider urho3d sharp if you want something free (disclaimer I'm this guy )
Paused it, I focused this month on improving my pixel art skill.
I have one boss almost done, next week I'm going to design the rest.
And sorry for shitty quality pictures, I'm phoneposting with all images on computer so I have to use thumbnails
I haven't made a game but make alot of accounts on all cidoegame forums.Gamespot,faq,neoafag,resetera.Reddit make atleast 20 pretend to post on all different subs and the shilll you shit becuase people can see your previeus posts.SHILL IT EVERYWHERE. EVERYWHERE You will be banned but still this is what everyone does even bigname devs shill on all those sites
It's not.
I gave up because I have no friends anymore.
and I can't afford therapy so I don't know if i'll come back to it.
who are you? what's your damage
Make some YT videos of it detailing development and features.
Let interested twitch and YT faggots play it if they want.
Post about it on reddit, *chans/agdg and appreciate feedback (you don't have to follow feedback though)
Release demo all over.
You're literally shilling, but not the annoying kind where post everyday. You just want a lot of people to be aware and check it out.
fuck my family is close to poverty right now
a game about a town filled with darkness, it's a first person adventure game where you do jobs for the residents
Sokoban inspired but with more stuff to do. Working on it for a while now. It will be out for mobile first, since it is very "causal" and more or less a practice project.
Have you considered getting a publisher? Not that I know anything about the pros and cons, or even how you go about doing it, but marketing is the main plus of doing that.
sauce
no idea, got just this image from Yea Forums many years ago.
added some screenfilling shockwave effects to it a while ago
crippling depression. all my friends left. can't feel like doing anything unless there are other people in my life.
no course to meet new people.
That's pretty normal right? I bet anyone else would feel the same.
why don't you get internet people
my eyes
I made/finished a game when I was 15. At 23, I'm considering joining someone else's game project as a writer. Not for pay, but for fun. How do you think I should go about that?
his eyes
Here's me thinking it was deliberately fuzzy. What's the game about, user?
Why Plato?
Hey, this looks great.
Abstract world of forms, I guess?
>Not for pay, but for fun.
A CEO's wet dream. Really, just send your curriculum, ask around to see who's available. Was the game put on the market or was it just "dev's first game" with no actual value?
Are all the levels this plain or will there be a bit more level design?
>A CEO's wet dream
I probably should have mentioned, not in an overtly professional way. I mean with another person making a personal project, either by himself, or with one or two other people.
Love that pinjata enemy!
Pumping out lots of battle VFX, trying to make them short so the moves don't take a long time and the battles feel fast and snappy.
I commented to my therapist about open sources projects and such, she told me I should research more and try to join one, saying it could help me improve my social interactions. I know it would help, but, I don't trust myself enough to work on two projects at the same time, and some other stuff.
how does this look to you anons?
congrats user, looks swell
I want to molest that nymph
thank you, user!
Alone in the Dark vibes
kino
Get raped and your throat slashed.
The thing, those projects, due to being more passion projects, likely prefer to write themselves. Or, since it's a small project, the writing is not really important, meaning nothing they can't do themselves. The unfortunate truth is that writers in games are at the bottom of the pole, no matter how good they are, they're just meant to connect the dots with what the devs are doing. That's why most creative leads are usually also part of the writing team. That being said, you can always browse through twitter to see if any interesting project could use some help. Or just ask around here to see if anyone could use a writer, I guess. I'm sure reddit has something for that as well.
I think a few months ago there was someone here who wanted a writer for a VA. Maybe they'll come back. Sorry if I couldn't be more helpful.
Ive learn monogame because of school projects and donde a few arcade classic games using it
Im planning doing an openworld strategy/tactical rpg
its unity really worth it?
it uses a LOT resources even for minimal things and I dont want to use a Nasa computer in order to do a Space invaders like game
Thread carefully. Purposely going for an early 3D look can backfire.
I'm starting with this engine instead.
How can you create a game if you can't even draw design docs and concepts
You can try Gamemaker if you're not using 3D. Also, I haven't used it, but I think LÖVE can work well.
vaporwave memes
actual stages are less abstract
that checkerboard thing is just a glorified test stage that might get turned into an easy to make bonus level
thanks, pinata is a powerup container
I'm 4-years deep in development.
This morning I wake up with no motivation.
What do?
Do you have to be a gamer to make games?
There are many other nymphs of various shapes and sizes in the works, based on forest flowers. Don't forget to water your plants, user.
Initially I was going for a cel shaded look, but I can't make it work in unity so this is a way to go I guess...
You'd be retarded if you got into game dev while not having passion for games, it's not worth it at all
Neat
>gamemaker
I tried it and felt kinda limited
not that bad though
>LÖVE
Ive never used Lua however seems decent
is it worth ?
You need better attack animations.
>actual stages are less abstract
I didn't really mean the artwork. I had seen some of your webms before and that part's good. What I meant if there's some actual platforming or is it always on the same plane.
>is it worth ?
I'm sure some other user will have a better answer. I only know about it because an user on here is using it for a cool looking megaman style game.
It's something simple like in Slay The Spire, but I'd love to make more detailed attack animations. However, that would certainly increase the scope for another few months, which sadly I don't have if I want to meet my deadline for release.
>Im planning doing an openworld strategy/tactical rpg
>its unity really worth it?
I think unity is best for rpg / fps types but I'm sure it can do strategy / tactical.
overall it's a decent engine. people love hating it because a lot of shitty devs created bad games and shovelware with it, and it gave it bad rep. but it's a good engine for beginners.
personally I prefer engines that are more code based, or even without editor at all and purely code. so unity wouldn't be my first choice. but imo MG is not a good choice for 3d either. in 2d it's great but because it's just a framework and not actually a game engine it's just missing too many features to be viable for 3d. there are some 3d engines based on MG but I didn't like them (maybe you will though).
Isn't there a toon shader for Unity?
Also I'm only warning because you have to remember that part of the beauty in low-poly is that the devs back then were pushing their tech as much as possible, you're working in reverse. You might end up doing the 3D equivalent of pic related.
Not that guy, but can you at least rotate the staff or something?
No, that's all very helpful, thanks for the input.
PS just wanted to add, since it sounds like you don't have extensive game dev experience I'll give you a general tip - aim low. then go lower than that.
the number 1 failure of beginner game devs is that they want to create an open world mmo rpg or some other crazy project as their first game, and they always fail. sometimes it even discourage them to proceed. so this really important - don't take bites you can't swallow. a 3d game is very hard to make (even with an engine), and open world strategy is also layers of complexity. cheers!
I'm aware of that trap, but in the end what can an amateur dev do? The general gaming public is very spoiled when it comes to graphics, but that doesn't mean you can't (try) to make something beautiful.
As for cel shading in unity, most of it looks kinda messy and not at all what I was looking for.
The artstyle is extremely appealing, it really captures something like the Paper Mario vibe. Just make sure the gameplay is compelling to match. It's looking pretty good so far.
I'm making a cute rape game on rpgmaker but I can't find people naive enough to download a rar from a stranger and test it. It's been hours since I uploaded a demo and /stg/ hasn't touched it yet.
I'll probably just make a html 5 build and upload it to newgrounds like the last time I made something. I really don't know where else post it, maybe I should try on /weg/ since it's a faster thread.
Or maybe I shouldn't have made the MC a fat old man... whops.
You should change the damage number VFX.
You've got enough done to drag someone else into it now. Get an animator to join, and split the difference on the delay.
Unless you've got a publisher with a gun to your head, there's no reason to release in this state. You'll get no traction, based on this factor alone.
Trying to learn as much C# as possible before jumping into Unity. Know a lot about if statements and most basic variables. Learning OOP now.
>I didn't really mean the artwork. I had seen some of your webms before and that part's good. What I meant if there's some actual platforming or is it always on the same plane.
there's some of that, stages aren't all flat
thanks
Yeah sure, I still need to polish the animations before release. It's based on a 2D skeletal joint system so it's not that time consuming. Redrawing various poses and animations for various moves increases the scope exponentially. I'm not primarily an artist but when I started practicing drawing, I can safely say that the most time consuming thing isn't making the game functional, but rather making all the assets for it. So you need to find a balance between the two.
UI shit
just finishing up polishing the game before i release it
Been working on it more or less “seriously” for the last three months in RPG Maker MV and so far so good.
Im making the “engine” first (base graphics, scripting and data base mostly) to then start making small games using all this work as a base.
Yeah, it won’t have the default graphics shitty appeal.
I sympathize, I'm just saying to be careful. For example, one of the reasons Shovel Knight took off so well is because the devs did their research with the limitations of the time, only breaking them when they felt it was a necessary evolution. For low-poly, you'll get a bunch of purists who might get upset, like what happened with Dusk and people saying that it looks worse than Quake, exactly because the devs tried to recreate the limitations but without fully understanding what they were.
I think you should go for it. Like the other user said, it's very Alone in the Dark, you don't those often. But look at how the original devs were clearly doing their best to bring out those graphics.
>if you're not using 3D
Do you have any idea if it would be possible to make a top-down game that had layers? Like, the perspective is flat but there are other floors above and below that have things going on in them at the same time.
Yeah I agree, I'm thinking of ditching the yellow background.
>Unless you've got a publisher with a gun to your head
I do have some options available depending on the time frames I can guarantee them, so I'm weighting my options at the moment. Thanks for the advice.
I think so. They do have a 3D option if needed, it's just not as developed as other engines.
The game doesn't pretend to be retro while making a mockery out of the effort that went into creating 2d artwork for old games.
It's also so abstract that adding more complex graphics wouldn't really add anything to the game, in my opinion.
Brilliant, thanks. I don't want to actually go 3D, but I would think that would imply it was within the capacities of the software.
Yeah. Also maybe try having the explosion background be more quick to disappear while the number hangs on for a bit longer. It stays on for nearly 2 seconds. And maybe have it be more transparent, to really have the number pop out.
just finished some crates and pickups
i should just fucking finish so i can work on something else
Depending on what you're trying, I'm sure you could find some interesting smoke and mirror trick to give the illusion of 3D.
I agree, I didn't want to make it seem like I was shitting on the art. What I was trying to say was just that you don't need Metal Slug levels of quality to bring across what you want. Even more simplistic art can be very endearing.
Some questions about Godot:
From what I understood, a proper object needs 3 things:
1) an object type (either Static/Kynematic/Rigid based on what you need)
2) a visible shape (Mesh)
3) a collision shape (Collision Shape)
but which one of these should be the main node and why?
That's almost exactly what I want to do, actually.
I'll test it out, maybe even ditch it altogether and just make the numbers more thicker so they are easier to read from a glance.
In the tutorial in their docs they make the object type the root so that it can control and receive signals from the other nodes.
Body
¦_shape
¦_mesh
Shape should be child of physics body.
>one of the reasons Shovel Knight took off so well is because the devs did their research with the limitations of the time
nobody fucking cares about the NES palette limitations
The main one should be whatever is moving, in this case the physics node, then the children will move together with it.
no early 3D game looked like that
that just looks wierd as fuck
It's not that far off from what early 3D PC games looked like, they had higher resolution though.
>then the children will move together with it.
if that's the case why can't just anything be the main one? Wouldn't the end result be the same?
guys im using monogame with Visual Studio 2010 and I can start project and compiles BUT when I load any monogame project it says the targeted framework is higher than the existent one and cant do shit
>if that's the case why can't just anything be the main one?
Because in this case only the physics node has built-in moving logic and the collision shape needs to be a child of it too so that makes the most sense, making the mesh node the parent would make it not move with the physics node unless you manually updated it every frame but that's clunky.
Godot's architecture sounds retarded
It's basically just the same as Unity's fake-component system but with far more freedom to it, you can argue that it makes things more confusing but I think it's far better in the long run when you actually need the freedom to do weird stuff.
Any pub worth their salt knows you're not gonna make much if you release and it looks like this.
They'll probably only care if you want extra money. They'll probably care less if you explicitly state that the money is going to hire someone to fix this issue.
kys
how the are components fake?
Letting you stick any component anywhere just makes things confusing, as has been demonstrated
Because it's not an actual entity-component system, it's just an object-component model, Godot is the same but gives you more structural freedom.
Unity does have actual ECS but it's a side system and not what they mainly use, I heard they will slowly phase out the old system though.
Release 1 drop of iodine on your wrist, then spread it across your arm with some piece of plastic (it stains a lot). Next, take some l-dopa supplement (it's in plant form). Should get you through the day.
>tree structure sounds retarded
I bet it does, to you.
components doesn't mean you have to be using a stupid relationship database "ECS" model
a tree isn't retarded, an unbounded tree is retarded, components are better off if they're explictly defined
Why isn't Godot in the OP picture?
Just finished stage intro and weapon get screens for Alphaman. Thinking of adding more stages than originally intended, another character, and a twist middle... but scope...
>components doesn't mean you have to be using a stupid relationship database "ECS" model
It's just semantics at this point it does, and calling it stupid is silly since Unity itself now wants to use actual ECS.
>components are better off if they're explictly defined
They are if they are part of an actual component system but classic Unity doesn't do that, it just becomes an overly limiting arbitrary system with none of the actual benefits of ECS, Unity can't even do nested prefabs without bugging the fuck out.
Unity's component system kind of sucks seeing you need to do some templated request to look up components instead of just referencing them directly
But the whole relational database ECS system is a meme, that's not what a 'proper' component is and it's an awkward model for most video game objects
>finnish
I want to make a Mega Man X/Zero/ZX engine for fun (and possibly one level just to see how it plays). I know Unity + C# quite well, but is there another software you guys recommend 16-bit games?
Tldr is Unity good to make a Mega Man X clone (all sprites)
I mean it's not ugly but doesn't mean the theme fits the game so it depends.
Unity apparently disagrees with you since they are doing ECS.
I don't think they will ever manage to phase out the old system though, Unity is a retarded mess of new systems competing with legacy systems that are never removed because of their rolling release model and they don't seem to have any project organizer saying what should be done so it just becomes this unholy abomination of individual programmer pet projects and abandoned half-baked features with no real direction.
So, spend the rest of today procuring iodine, a plastic sheet and I-dopa.
Just swinging by
I disagree with Unity, but it's unlikely to matter seeing there's no way they're phasing out the old system as you said
Video games don't NEED more performance on large batches of simple objects, we have ways to handle that already, they're called particle systems
Good. Soon we will achieve nirvana
Search around in the project properties and change the target framework. Or update whatever framework.
Talk about your game on other sites too, twitter, tumblr, reddit etc.
If you get enough people interested you can leave the shilling to them
working on some more locations
thoughts?
very cool
Bump. I am considering GameMaker.
Unity is downright horrible to work with with 2D
This looks pretty dope man, do you have a twitter/tumblr/site?
It has been my experience with it. Any engine you recommend?
All several good ones have been made with Game Maker or Clickteam fusion
fusion is garbo
Bad
U WOT?
GameMaker it is. I will install it tonight and start following some tutorials to ramp myself up. Thanks lads
its event system is awful to use, and last time I used it you literally had to copy+paste all your code between every level
Game Maker is an absolute trash engine, especially if you're used with Unity/C#, don't bother.
Can you be a game dev if you hate math?
You madman
I updated my game yesterday.
Yes. That's more for engine devs.
Yeah you can follow the development here:
twitter.com
What's wrong with it? And what do you recommend in its place?
Working on a global event system, fighting UE4 quite a few steps of the way.
What level of math? Can you do basic linear algebra? You're fine. If not, go learn it.
Unironically Godot, I've used GM a lot before and Godot is just plain better.
What is your workflow like on this?
You said you got experience with C#, right? Just look up how Game Maker Studio implements arrays or data types, or how bad support is for bug reports.
Honestly I dunno about what else you could use, maybe try Godot or just stick with Unity.
>basic linear algebra
You know that's like an advanced college course even for STEM majors right?
Best thing posted in the thread, you're doing good work user.
Nigger I can't even do basic arithmetic without pulling up the calculator app on my phone.
Looks really nice. Maybe a bit more variety in the car colors perhaps?
Sure I will give Godot a try first. If Godot ends up unsatisfactory, I will jump to GameMaker. And if that one is also too annoying, then I will jump back to Unity and think of a completely different project.
Well, at least you able to use calculator! That's enough for gamedev
>I will jump back to Unity and think of a completely different project
Is Unity that bad for 2D platformers? I'm just making a completely UI-based game but it's working out pretty well for me so far, a lot of what I need to do with the UI already came with the program
No, it's literally the first thing you do in a lot of STEM majors because for some reason highschools don't teach it. It's incredibly simple, just because it isn't taught in high school doesn't mean it's hard, it's just a glaring omission in the curriculum.
Being able to calculate shit in your head means nothing, almost nobody does it at higher levels, pure number crunching ability has almost no importance in mathematics. Go buy a decent book on it or go watch Khan Academy, it will click pretty fast as long as you don't mentally stonewall because "I can't learn math".
you will probably have to write your own physics or heavily tweak the base physics system if you want precise stuff
Where can i follow this?
Woooow
Spot on, finish this ASAP
I'd like to make games, but I have 0 imagination so I have no ideas or even a slight hint of what I should make.
Yea Forums - Video Games and Umihara threads
Come on user you can do it
It's not that I can't learn math, it's that I find it incredibly boring.
Damn. This was built off that old Darkwing Duck prototype, right? It looks like it'd be a lot of fun to design levels for, you guys aren't looking for level designers by any chance?
Based. You have gameplay that can satisfy normies AND the speedfags.
>assymetrical sprites stop working when grappled
fix please
There's no point anymore. Every single game idea that can be done has already been done a thousand times, and I mean that 100% unironically. It's why even AAA devs have moved on to making interactive movies instead of video games. There's just nothing left to do in the medium.
In Unity, what's a good way of checking what surface the player is on using a raycast? For stuff like footstep sounds and particle effects mainly.
I'm hesitant to use tags and layers because I will most likely need them free for something else, and putting a script on every single ground prefab seems kinda annoying and wasteful.
Yeah a very tiny amount of normies and speedfags....same as Umihara Kawase.
You tried making games many times. Remember? When you were a kid and searched "free game engines" and "how to make games for free"? As a teenager and adult, too, remember trying to follow those programming tutorials? You've tried over and over and always give up before getting very far.
Why would this time be any different? You know you can't do it. No, no, don't give me that load of bullshit. You know I'm right. It's not going to happen. So why bother? Haven't you learned your lesson yet? You don't have what it takes. You're a loser.
Congratulations!!!! Keep going never stop!
I've released multiple games.
thanks
was thinking that too
>level plan
>block out basic level space
>camera time, modify space to accommodate for camera
>lighting pass
>define environment
>camera tweak
>repeat last three steps
generally, but different levels call for different workflows though
And why does that matter?
Nihil sub sole novum, right? Even the old Hebrews used to say that. Seems a bit silly to get worked up over that.
I've never tried to make a game.
>I'm retarded so that means everyone else is as well
Badly. I'm stumbling on how to attach hitboxes to attack animations cuz I can't find the time to sit down and learn it proper, and my day job is picking up.
I haven't finished drawing them yet.
Yes actually. A lot of people were clowning us for making the attempt at a license game instead of something original, but that's exactly what we were doing. Darkwing was what we were doing as a testing ground for the improvements we wanted to implement a d just as a general stretching exercise. As far as level designers go, don't know yet. Maybe in the future. What's your experience user?
>tfw fighting my laziness and procrastination just so i could start learning how to make vidya
One day...
One day i'll do it
probably not.
I give up. I go to overdrive way too easy. I can't focus. I can't think. I haven't able to get past opening whatever development environment for the past 5 years. It's been only leading to frustration, anger and tears.
Because, as a consumer why would I want to buy something that's identical to the last 50 games I already bought?
Same here, bro. We'll make it. Hopefully
Currently doing performance tests
>tfw game scales to shit toaster PCs because that's where it was developed
I'm taking a C# course before I start getting into Unity and the chapters are
>functions
>variables
>making decisions
>loops
>OOP
>Arrays
>inheritance
>polymorphism
>Using databases
>Linq
threads
>and finally Unity
Should I learn all of this before diving in or is there something that's unneccessary? Like maybe Linq and inheritance aren't really needed for game design?
Yeah but you want to make a game, and math is a tool to do so, so it being boring or not has no relevance.
old webm
OOP. Unity is heavily moving away from OOP anyway because it's garbage.
Someone from Yea Forums actually publishing a game is an incredibly rare event. Congrats.
>Unity is heavily moving away from OOP
lol
>What's your experience user
As far as actually released stuff I'd actually be happy to show off, I made this game mod once that got great reception. It's not as impressive technically as Stealth's old stuff but I received a lot of praise for the level design, dunno if you'd count that though...
>When you were a kid and searched "free game engines" and "how to make games for free"?
>not learning assembly at the age of 9 from books and developing your own 3d engine that directly project 3d to 2d space on screen pixels before all the dx and opengl easy stuff
are you even trying?
Funny thing is that the speed came out of an accident. I don't have any plans to remove it
>Unity is heavily moving away from OOP
Oh is that why it uses C# and dropped javascript?
Cool, who would have thought...
Burst compiler and Job system are future of Unity. This isn't my opinion, they have said as much. Mike Acton literally said that in the end of his talk "Ideally you would use this for everything."
Burst compiler works on you pushing buffers into threads that iterate on a task. It has nothing to do with OOP.
Is this a 1st person dark souls?
Plato is the Pong of philosophers
Because you like that type of game?
Just because I love and play Diablo 2 dosn't mean I jump at the chance to play a new arpg. Just because I love Doom dosn't mean I'll play every Doom clone I can get my hands on and so on.
Remaking an old game and adding a new spin on it is pretty much exactly what people want, more so than something entirely fresh.
You should only really worry about copying something if it's like a generic pixelshit 2D platformer with nothing unique to it or something like that.
looks very nice but increase speed by like 1.5x factor
They made their own compiler for C# so it can compile easily to native code, and is not object oriented.
Do you guys actually keep up with engine technology or just shitpost at people on Yea Forums?
the burst compiler and the job system are not not-OOP, he used even used objects to demonstrate it in the presentation you're talking about
Why, when none of them will ever be as good as Diablo 2 or Doom 1?
What program should I use for making sprites?
use tags, tags are infinite unlike layers and I think are organized as enums internally
>They made their own compiler for C# so it can compile easily to native code, and is not object oriented.
So you still use the engine through an OOP language then.
Which makes your advice to useless, right?
MS Paint or aseprite
No he didn't, he used structs.
youtube.com
Do you think structs, or even just using the word class in C++ is OOP? If you don't know what you are talking about shut the fuck up.
Progress is pretty jiggly
Because you've already played Diablo 2 to death?
And you know, Diablo 2 might not have a feature or setting or something else interesting the other game does?
Looking good user. Hopefully I'll have something visual to show for my dungeon crawler too.
>Every single game idea that can be done has already been done a thousand times
So do it for the 1001th time, and do it better than the previous 1000 times. Good design is what makes a game above all else, and that costs nothing.
No, because the burst compiler DOES NOT SUPPORT FEATURES LIKE INHERITANCE. Holy fucking shit I don't even care anymore, it's like talking to people who only learned Javascript and are trying to tell system engineers how programming "actually" works.
As far as I'm aware you can't assign more than one tag to a gameobject though.
thicc
So, user, what new perspective does your game bring to the current industry?
Do you even know what OOP is? I'll give you a hint, it's not inheritance
making a new compiler for C# doesn't mean it's suddenly not OOP anymore, unless you change the language aswell, in which case it isn't C# anymore
Make tags that do actions at once then, the thing will be making sure that you don't waste much processing on what they do like using a string.Split command then run it on a for switch-case every OnTriggerEnter just to refresh the effect so it only happens on the frame the object touches it instead of all the time
You don't ever really need to do it better. Just slightly different.
>the burst compiler DOES NOT SUPPORT FEATURES LIKE INHERITANCE
Unity have not developed a compiler that will suddenly switch off certain features of C#
the whole .NET runtime wouldn't work for one
Do YOU even know what OOP is?
The burst compiler doesn't allow for you to use almost any of C#'s features. It literally is not C#. In the talk, he explicitly even states "The only reason the syntax is even still C# is because developers are familiar with it." Keep telling that user to learn retarded things like inheritance and is a has a relationships when it's exactly what the new compiler doesn't do, because it isn't object oriented, because there are literally no objects in it.
Linq and Databases is probably meh....
XML parsing can be useful here or there though.
Those are like typical "later topics" they shove into programming courses to fill 10 lessons.
The other stuff is important though. You might also wanna go and look at delegates when youre done with this stuff. It's not necessary but useful
That went above my head a bit. Sorry.
Good thing the burst compiler uses LLVM you fucking troglodyte, meaning it literally does not run with the .net runtime.
>Hurr I don't know what I'm talking about but still spouting dumb shit
nah, you just lack imagination
Are you daft or something?
You still use C#
If they made their own compiler so be it, but that compiler still has to be able to read C# concepts. Cause otherwise IT ISN'T a c# compiler but some sub-set mumbo jumbo. What the fuck user, that shit don't make no sense!
And contrary to you I actually work for a systems engineering institute. Nice meeting you too.
>there are literally no objects in it.
C# structs are objects
they support encapsulation and interface inheritance
All the """burst compiled""" code is still written in C#, the same language people have always been using to write OOP code
IT IS LITERALLY A SUBSET OF C#. THAT IS LITERALLY WHAT THE BURST COMPILER IS. WILL YOU RETARDS STOP TRYING TO TEACH ME WHAT THE BURST COMPILER IS WHEN YOU LITERALLY KNOW NOTHING ABOUT IT.
"C#" syntax is the front end they CHOSE because Unity developers are familiar with the syntax. It IS NOT C#. It does not use the .net runtime. It compiles to IL and that is fed to LLVM giving you native code. IT DOES NOT SUPPORT ALL C# FEATURES. IT BARELY SUPPORTS ANY C# FEATURES. You literally have to use code annotations so the compiler knows how to translate certain things.
>for a systems engineering institute
Then go learn what fucking LLVM is and what a language is and what we are talking about before you just tell people random things. If user wants to make a game in C# it has nothing to do with Unity and he can learn the stupid OOP patterns, but the burst compiler is not the C# compiler, does not try to implement 99% of C# concepts, doesn't even do things like support virtual functions and is not object oriented.
Now fucking kill yourself.
>. IT DOES NOT SUPPORT ALL C# FEATURES. IT BARELY SUPPORTS ANY C# FEATURES
It supports all C# features, it just doesn't use .NET anymore
It still has classes, those classes still do the same thing, you just import Unitys standard library instead of the .NET one now (which i think is very similar or the same)
Thanks I'll check that out.
Can you guys stop arguing and just tell me straight up if I should learn OOP? I plan to make a fun indie 2D sidescroller in Unity.
>C# structs are objects
>I'm telling you what the C# compiler does and supports
>I cannot comprehend the fact that the burst compiler is not normal C# and uses an annotated subset of C# to compile C# to native code, and does not support all the features of C# 7, and never claimed to.
What do you think programming languages are? In the first place, I can write OO code in C++ but I also can just fucking not. C# compiler FORCES you to write object oriented code, but the burst compiler forbids you.
The burst compiler does not need encapsulation because structs are not objects, they are packets of data. I don't know why I'm still replying when it's clear you and the other person have just used normal Unity, never touched burst, don't understand what it is and are trying to tell me what it is when I linked to a talk where the person who made it explicitly says you are both wrong multiple times.
Oh, I'm sorry. I guess the page for the compiler is lying then!
>Burst is working on a subset of .NET that doesn't allow the usage of any managed objects/reference types in your code (class in C#)
docs.unity3d.com
Kill yourself
Yes. As a beginner there is no reason not to at least get familiar with it.
No. Just go straight to their ECS example and learn that.
>C# compiler FORCES you to write object oriented code, but the burst compiler forbids you.
you're demented
the language is still the same, the burst compiler just optimizes a subset of C# code to run faster, it doesn't FORBID you from writing normal C# code
Look
docs.unity3d.com
burst compiled code in an inherited class
now stop having an autism fit
Yes you should learn it
>Find thread
>Oh boy! Time to show Yea Forums my ga-
>Shitposting and arguments about nothing
Maybe next time
good riddance
Okay, I get it. You are ignoring the documentation itself and simply don't understand what is going on there. I'm wasting my time because you don't even realize what "doesn't allow the usage of any managed objects/reference types" means.
garbage collection isn't OOP
C++ is an OOP non-managed language
God you're dumb.
The question was whether he should still learn OOP.
C# syntax is still as you say YOURSELF the fucking frontend. Whether they CHOSE or it is an inherent feature of the engine is completely fucking secondary. You "write" C# even if it only "looks" like it.
>You literally have to use code annotations so the compiler knows how to translate certain things.
Let me shortcut this whole fucking discussion.
Is this annotation required for inheritance and regular object/method access within code? As in: Do I have to annotate my objects within the class/method header/whatever
If yes: Well that's a fucking shit language they came up with. Fucking congratulations but so be it. Fine!
If no: WELL THEN IT'S USED LIKE PLAIN OLD FUCKIN C# OOP AND YOU CAN GO AND FUCK YOURSELF! THE GUY SHOULD FUCKING LEARN IT.
In fact he should do that anyway.
All this fucking autism about OOP all the time.
You don't understand how C# works. I'm not going to explain it to you. The managed part is irrelevant, the reference part is the part that matters.
>and just tell me straight up if I should learn OOP?
Yes definitely
Don't listen to that one fucking autist,
The OOP contrarians are a meme that originated from /agdg/ and idiotic haskell elitism. They are fucking retards and C faggots. Fuck them!
the managed part is what matters, because the bursted shit manages its own memory and doesn't use the GC
>The OOP contrarians are a meme that originated from /agdg/
haha no, it's far bigger than Yea Forums, mainly people disgruntled with how shitty Java was and how OOP was a silver bullet being used for everything (which is now decried by people making their own silver bullets)
Sir? Did you hear what I said?
...Don't tell me that your game doesn't actually do anything unique, that would be a waste of both your abilities and your players' time!
>haha no, it's far bigger than Yea Forums, mainly people disgruntled
Oh I know, don't worry.
I just believe agdg is where it got its foothold around here
Language/Paradigm autism is as old as programming.
agdg are all unity brainlets, i've never seen anyone on agdg who even does any real programming
there's plenty of OOP hating on /g/
Are you on the spectrum? If so,
same, every fucking time,i'll end up releasing my game without showing it here if this continues
It started out as a King's Field clone.
Used to be that Yea Forums dev threads were good, and /agdg/ is where all the shitposting went.
That is amazingly cool. Don't forget about us when you make it big.
Still stuck making the base character model.
>still need to add in a shitload of shapekeys
>still need to UV and texture it
>still need to make an armature and rig it
>still need to animate it
>still need to create clothing and hair sets + repeat above processes for these as well
>then I need to create a proper controller for it in engine and set it all up
Fucking hell, it's going to take forever for me to make it all.
get at it. blender is ezpz all you gotta spend is time, which you apparently have plenty of considering you're shitposting on a chinese forum
add a trail effect to the blades yo
>that speed tech
DAY FUCKING ONE.
good idea :v
this, but like said, hating oop is unfortunately a meme much older than agdg.
there are places where oop don't cut it, but as an indie game dev you won't even go near those areas.
>get at it.
I already am as we're speaking.
>which you apparently have plenty of considering you're shitposting on a chinese forum
Not as much as I wish I'd have, but I'm hoping I will be able to manage it.
Also, that's looking nice. Makes me want to replay some of those old flash games.
all AAA games use OOP extensively
awesome
>Have RPG Maker MV lying in my steam library for too long
>Fuck around and create some fun mechanics
>Think of a plot and backstory
>Get all the plugins i need like being able to move everywhere
>Make assets, just need to find a way to do frame per frame animations for the player/npcs so it doesn't look like RPG Maker shit
>Start thinking of lewd shit
>I was raped so think of self-inserting cheese pizza
>Can't get any work done
>Game wouldn't feel right if i don't do the lewd scenes as a side lewd game
>Feel guilty as shit
I don't know man. I doubt I'll ever make it.
with the exception of some very critical parts of MMOs server side components. a game like WOW must have *some* parts written without OOP.
but that's my point - he will never ever actually get to a point that justify not using oop. that's why oop hate is such a silly meme. even Minecraft was written in Java, and that's a shit language.
>Implying I'm going to stop shit posting
Happily shit posting since 2007
Let the speed mend it
Minecraft is (was?) ridiculously slow and buggy when dealing with clunk loading and destruction.
I have a question about this. Say you rig this model and give it animations. How about the clothes? Do you have to rig that as well? I'm really confused about the clothing aspect of blender.
Not him, you usually make the clothes by rigging, then duplicating the body model and editing the duplicate into clothes so it keeps the same basic shape and weights
kek
The art is really good. Is level design difficult, since you have to account for all these different ways for players to practically sequence break?
You parent the clothes to the same rig and give them the same weights. If you have something separate, like a skirt or a cape, for instance, you need separate bones for that, but attached to the same rig, and in engine let them flair around so as to make the skirt/cape move around with physics.
Thanks
Noice.
>only just got comfortable with using Unity enough to make shitty minigames
>now this ECS Job System Burst Compiler shit is all over the place
Can someone explain to a codelet what its all about, and is it even necessary? Am I screwed if I just want to carry on making rudimentary platformers and 3D games?
I can't imagine people sequence breaking on their first playthrough. If they do, more power to them. I'm just going to focus on offering multiple paths for players to experiment. That little section alone went through so many revisions because I kept trying to balance it out. A useless effort because no matter what I did, I found new ways to bullshit past them. It's honestly fun how versatile/broken the whip is
So what's the point of fighting the enemies when it's more fun to just skip them?
I don't even know what ECS is.
This shit looks rad af
>no godot
r8 these protags.
It does look really fun. If the game takes off I'm sure you'll see some cool speedruns with like, getting through levels with minimal amounts of whip grabs. Does it have a name?
CUTE/10
What engine?
ogre 3d isn't enough??? WHY NOT TORQUE???
Trying to learn pixel art, I don't want to make a pixel art game but I figure its a good place to start
thanks user
To skip them of course.
Looks very nice
Check the /ic/ archive for spriting general
welp i finally got an idea i liked it recently and started monster designing (nothing amazing, but keeps me from forgetting about it)
having a busy schedule so i cannot work on it tough
Been thinking long and hard about Godhand and doing some revamping to the first-person hand-to-hand combat. Not a lot of visually exciting stuff, but the experimentation yields some satisfying results.
Now only to make some kind of weave that works in first person.
it's some Tower of Babel overengineered shit nobody even needs probably built by Unity because they feel insecure about the fact that everyone makes badly performing Unity games
The most successful indie developer ever made his game with money as an afterthought. That's why your game is never going to take off.
the most successful indie developer ever spends all day on twitter whining about SJWs
you know that a crossdressing weapon obtained from maid bot is a necessity, right?
He may be a loser, but he's still richer than you will ever be.
Vertebreaker
Made a psychic based metroidvania last week, this is a video of some of the mechanics being tried out in the test room.
yeah I'm broke and I'm happier than him apparently
really makes you think
>The most successful indie developer ever didn't have bills to pay
woah!
>these assets
>that perspective
You can tell it was make in RPG Maker, but good work user
Then why did he start selling the game as fast as possible by essentially creating the early access model?
Uh yes fully dynamic environments minecraft style but without blocks and pixel-graphics but smooth polygons.
even though it may sound autistic ive been messing around in roblox studio for a few days now. The thing is very good
Because he made the game first, and when people showed interest he thought "why not sell it?"
No I didn't I just made never finished maps for various games.
Paint.net is pretty good, but you can always get Aseprite for free
A lot of kids still play it 10 years later, and the guy that perfected Spiderman''s web swinging is making Roblox stuff. Must be something there
So he did care about money, a better example would be Pixel that gave away the game for free and stupidly let remakers and publishers then sell the game for their own profit.
Jokes on you, I succeeded every time I tried
you got a name? that looks fantastic!
typical japanese cuck
If you can get some youtuber to play your shitty game then its easy money, and you don't have to do any of the hard parts
Jokes on you. As you mature and get more inspiration you can truly make a good game.
Just remember to touch your inner kid and tap into what makes things fun, go watch cartoons and have fun
>Vertebreaker
Cool. Can't wait to play it myself.
While trying to fit my character art into the actual game it was looking a bit too distorted, so I doubled the rendering resolution while also doubling the scale of everything except the characters portraits.
Hope it doesn't end up clashing too much.
Does anyone remember this game maker? It was called Legendary Tales Editor, which would make games for the Legendary Tales Engine to run. They were like, point and click RPGs.
The web site was legendarytales.com. Now, that web site is some shitty blog. On archive.org I find that in 2013 it was still a site for the editor and its community, but in 2014, it became that blog, and all trades of the Legendary Tales Editor are gone.
The archive has working downloads, though, so you can still download the editor.
Does a single person know the history of this thing? Why did it suddenly disappear in 2014? Someone must know. I can't be the only person who knows of its existence.
Is it feasible to do literally everything yourself? You can control everything to get it perfect but most likely nothing will be truly great if you don't master anything. What examples are there of this being untrue?
pixel did everything himself for cave story
and there's varying other degrees of 1man devs who use engines
i made a lot of concepts but lost all motivation
I want to know this as well. I know making assets of all kinds is a huge timesink, but I wonder how long it takes to make the code for a given game by 1 person.
Someone call Nintendo
Programming doesn't take long if you know what you're doing
It's learning what to do that's the hard part
Paper's Please.
What are some examples? I'd google it but it would come up with games like Undertale which has shit graphics despite everything else
How do I handle JRPG transitioning in UE4? I want to have it so when the player touches an enemy the fight starts but I'm not sure whether to load a different map or fake a transition and teleport the player elsewhere. The former is easier to pull off but any changes made in the previous map are undone which concerns me for story progress. The latter is much more difficult to work around because I can't change Game Modes at a whim, so a lot of re-working has to be done, and having bloated maps can hurt the game's performance.
depends and what you do, I am trying to make my own 3d physics engine and it's taking long so far.
If you are looking for games that aren't pixel shit then you're shit out of luck
but Stardew Valley, Iconoclasts, Cave Story, Dwarf Fortress, Banished, Banished is the only 3D one I can think of but the guy who made it was formerly a 3D engine programmer and the games fairly basic
What does your own engine have to offer over the open source ones that are available?
what would you say it is that makes coders take so long?
Is Godot worth getting into if I don't know shit about shit?
Too impatient to learn GameMaker or Stencyl. Made some progress in Scratch but >flash only
Just seems Godot doesn't support consoles and uses a custom language.
Just have a "battle room" constructed somewhere else in the world that has your enemies and charcaters and different UI and so on, then just freeze stuff at the overworld/exploration and fade in to the combat arena.
If you want to load a new level you'll end up like Hand of Fate 2 where you spend 80% of the gameplay in the loading screens.
Undertale was mostly 1MA, Toby got a lot of help in the graphics department from his mates.
There are very few games that were truly made by one man only, no graphics/music help, and I think all of them were already listed.
>Toby got a lot of help in the graphics department from his mates.
doesn't show
you need to learn alot of shit
you can make a 3D engine in a few weeks, or a 2D engine in a few days if you've actually done it before
but getting to that point is the hard part
A few parts of the game look great, with emphasis on *a few*. The rest of the game was apparently intentionally ugly according to Toby for reasons I do not understand.
So I guess my more ambitious ideas could be a lot easier to make if I make similar things in a smaller project, then? Time to start making shit I guess.
It's written in a memory safe language
I am also writing my own code generators for my data model to manage memory and if needed I could extend them to do networking the same way, like the source engine does via templates.
that's fair, that screenshot you posted looks good. I forgot there were elements of the game that were sharp.
but then
sure, but you'll still have to learn to implement those ambitious ideas at some point
If you don't have the patience of learning even basic stuff like GM and give up at the slightest resistance then you will never go anywhere, no magical engine will fix that.
>Godot doesn't support consoles
It partially does, you would need to either write your own export module or pay a publisher.
docs.godotengine.org
>It's written in a memory safe language
so it's autism then
Do it faget
if you have time and will then you can sure do all by yourself,but don't go too big(as i did) because i'm literally a neet and 'been learning the tools and making my game and improving a bit since 2016 and i don't even have a playable demo ready to show(although i admit i spent a lot of time idle),just keep it into small scale
Yeah I don't understand it myself. But then even later he actually outsourced most of the art so the animations are much more fluid and the environments are much more interesting to look at. Weird.
Thanks, will do my best!
thank you!
Unity
And tell them what?
Hey, someone made a game loosely based on a genre you also made a game for?
It actually plays a lot different than starfox and there's no copyrighted anything from starfox in there.
I think LISA was all made by one guy.
Congratulations, my dude!
I did some minor work, but I spend most of my free time doing other things. Makes me kinda sad since I really want to work on it more, but forcing my self just makes me rush things and that is no good.
Anyway. Mutations now show on both the map sprite and the character picture. I also made physical stats like weigth and height do something. They increase with time and with other stats. For now, the only unlock / lock some shortcuts. You can't walk over old bridge if you are too heavy or you can't fit into a hole in a fence if you are too big. Need to thing about more situations I could use weight and height in.
it's not
Oh yeah it was. Somehow the writing, art and music are all great despite all coming from someone who didn't have much experience in any of those fields.
make sure it's not full retard like this youtube.com
Thanks!
How hard would it be to make a game like New Vegas in Unity?
Brainlet question, I know.
We'll see with his next game if it was a fluke but I hope not. He does have a particular style that works well.
Nice starfox clone.
It's going ok. Got translating terrain from source data image to mesh and colliders pretty well underway. 2D deep sea game.
easy for an experienced dev, hard for you
RPGs require careful planning and organization
Game looks like fun, I really dig the style
what is you guys's opinion on libgdx (java game engine)
I keep giving up because my art is terrible
I think he meant to say "some call nintendo to hire this man" :^)
I want to but I have to pick up my life first. Can't exactly get back to programming if I can't be fucked to do anything more complicated than getting groceries.
I tried.
Im too stupid to learn how to code.
Attempted watching various tutorials but i always get frustrated and lose motivation after only a few seconds in.
I can't learn anything.
Can't think abstractly.
Sucks being a brainlet.
its not worth living as one. Plan on killing self soon.
can't be worse than this shit, and Yea Forums loves it. don't stop yourself.
>clone
Didn't know starfox was a precedurally generated endless runner.
heh
Coding in UE4 is so unfun. C++ and sparse documentation makes it a chore and Blueprints is something even artists can do.
I might go over to Unity. I heard the engine is more programmer friendly.
>implemented controller support this morning
>still trying to think of a decent way to implement camera zoom for controllers
i want to fuck the rabbit woman
fix yourself
>Blueprints is something even artists can do
so,you're not using it because you're a big guy?
I'm a programmer who has alot of experience with Unity thus I want to make a Portfolio. Thing is I don't really know how to impress whoever sees it. Any suggestions?
>Blueprints is something even artists can do.
lolno
It's just standard scripting with a retarded interface, it won't save you from bad code.
I use a combination of both. C++ is cancerous and outdated. But still there are some parts that are just messy in Blueprints and some are even better in C++ performance wise.
Try out urho3D if you want c++ and little macro magic
Did you ever use them? They are hell and become too complicated for anything other than babbys first shooter
>They are hell and become too complicated for anything other than babbys first shooter
Then you need to learn better practices and organization if you think that's inevitable, this goes for any kind of code.
Finally broke the 100$/month threshold.
Still not enough to pay the bills, but eh ...
yes i use them and i'm making a game solely on them,i was going to learn c++ but i didnt find a need of it because i could do everything i wanted with blueprints,they're ok
I'm gonna use unreal blueprints!
Good job!
Simple, but very effective.
Cool idea. You might have a bitch of a time doing level design.
Does look like it's clashing. The quality of the pixel art and the quality of the hand-drawn art is so disparate that it draws too much attention to the hand-drawn art.
You have no idea how hard you're projecting your own experiences onto others right now, I really hope this is bait user, for your own sake
Wow you did it, you give me hope that I will one day be able to release my game.
It's been slow for me 'cause I want to make something that maybe one day Yea Forums would consider to have "soul", but I don't have the resources, time, or skill to make it.
All I have is one folder with a bunch of text documents filled with possible ideas and another folder filled with shitty cave drawings in MSPaint.
>wants to make something
>never actually starts making it
Why does gamedev attract this kind of people? Who ever says "I want to draw but I can't draw well yet so I never draw"?
The color scheme is vexing. The one on the left makes enough sense as yellow and purple is a classic, but the one on the right seems so discordant. Also they have no shape to them despite being mechanical. There's no point in the line details since it adds no dimension to them. Finally they both look clumsy and inelegant. You're definitely on to something, but it needs some tweaks imo
You can do it, just keep going!
You have a very good point, but to be fair, I didn't say I'm never going to do it. I just need time to do it right. I'd rather make something I can say I'm proud of than a shitty edgefest of a game.
It's a long and slow process, but maybe if I keep chipping away at it, I might one day end up with something I'm happy with. Until then, it's all slow.
Also, unrelated, but does Yea Forums (at least generally) frown upon RPG Maker games?
who fucking cares what Yea Forums thinks. make your game and move on
>Also, unrelated, but does Yea Forums (at least generally) frown upon RPG Maker games?
Yes, but most of the time when someone bitches about an "RPG Maker game" on Yea Forums, it turns out it wasn't actually made in RPG Maker so who gives a shit what they think.
Works for me
Yes but most are shovelware tier quality.
thanks, temp. name of the game is umbrella warriors, you can check for development updates here aside from these threads if you want
twitter.com
>tfw been in the planning / idea stage for the past 4 years
How do I escape this hell Yea Forums,
I barely even know how to fucking code except in GML.
>I just need time to do it right
No, you are just procrastinating, you will never get closer to doing anything "right" by not doing it.
> but maybe if I keep chipping away at it
You aren't chipping away at anything, you didn't even start.
this guy gets it
it's going pretty well