You have 10 seconds to post a status update on the game you are making.
You are making a game, right user?
You have 10 seconds to post a status update on the game you are making.
You are making a game, right user?
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youtube.com
instaud.io
vocaroo.com
paulojlopes.itch.io
youtu.be
youtu.be
docs.microsoft.com
docs.microsoft.com
twitter.com
Just started and I'm stuck and I don't know how to proceed.
no but i am learning to program
was c++ a good choice
If it was 2004, yeah
youtube.com
It's a work in progress, but I'm getting there.
could you elaborate
it's not 2004 anymore
Everything's done in Python now
C++ is a good choice, hipsters will tell you otherwise but most game engines and a shitload of other programs (tools, etc) are written in it, and it teaches you things like memory management that translate directly into writing more optimised code.
Yeah, trying to make heavy weaponry deflection
What are some must have mechanics for a 2D bullet hell? I'm considering making one in GameMaker.
it also means you can potentially fuck up big time by having sloppy and shit memory management
>Status Update: I have given up.
touhou reference to tap that massive fanbase in already niche genre. Bonus points if you make it a bit unusual like the newer game or even more deep state japanese memes.
Only if you are used to OOP.
C++ doesn't force that
I know for sure that unity use C# that is totally not java, it's not impossible, but if you are missing some concept you are going to bang your head on a wall a lot
I am stuck doing uni work that has nothing to do with gamedev. Haven't been doing much visible progress but I learned some new workflows that should speed it all up.
Currently working on replacing the greyboxed level with some modular stuff & adding props, as well as re-making one enemy.
Bullets.
I have decided on SHA256.
What's the best udemy course or elsewhere on how to program and make games.
Grazing
Just read a book retard, those shitty courses are shit made for children.
Still in my head. Has been at this stage for 5 years, the time will come.
You are using Godot right
Show me one good game that uses Godot.
Finished the menu system.
I'm rejiggering my skeletal animation system to decouple it from some other stuff but it's taking longer to figure it out than expected
Last night worked on inventory system, currently not home so cant post screenshots.
Using urho3d (sharp)
Good choice for gamedev, absolutely terrible choice for learning.
Its like trying to learn to fly by jumping into the cockpit of a fucking space shuttle, you'd be much better of with a cessna. Try something like python.
What's the best book then.
ProtoCorgi is pretty good
SICP
You download UE4 and get programming, using Google for specific issues you get stuck on, that's it. Once you can program in C++ you're good to go learning most other languages.
Fuck UE and fuck epic, use godot or unity instead
Update on Friday, although it might not be as much as I originally hoped to include.
Keep your launcher wars out of the thread, thank you. Not to mention if you have literally anything decent on UE4 you can apply for MegaGrants and get like $10k easy.
im trying to fix several lag issues and i dont know whats causing it, or my pc is just dogshit.
If your PC can not run it, then neither can your customers.
Is it possible to make the fox not disappointed with your dick? There's the big dick potion thing but there's no safe zone to drink it it before that encounter.
I've got saving and loading working.
I have to do the graphics/animations for the menu and buttons and it's kinda boring.
For the most part, point and click adventure games are fun to make. It's just heaps of drawing and writing, then basic as fuck conditional shit.
>i dont know whats causing it
unity
Yes. Fuck the anthill during night one, by sleeping on the ground. Then take both mPlus potions. Enjoy, user!
Still in the ' it's an idea with a barebones GDD and some shitty models to nail down an aesthetic and test the extent of my modelling abilities'
Atm the gdd is pretty much 'walk through a semi randomized solar system sized city and maybe fight some things/collect artifacts along the way and try not to die of boredom ascending a miles long stairwell unless you're maybe doing a skipless run for Desert Bus-esque lulz'. Don't really have mechanics lined up other than 1 life, no gameplay related persistence, and very basic combat. In terms of visuals, I'm a shit modeller so no fancy zbrush/high poly models here, expecting anything beyond early PS2 level is a stretch. I did try bumpmapped pixel art textures though and it looked pretty neat.
Expect it sometime after the heat death of the universe.
Also, the store itself is a safe zone, as long as you don't click "continue" past the buy menu. Read the text right above the buy menu.
In my experience the biggest performance hits are
>loops that iterate a gorillion times when they don't have to
>recalculating things every frame that really don't need to be recalculated
>overdraw
I might take a look at GB Studio when I get home, since a lot of the project I was working on last time in GM:S was based on Link's Awakening / Oracle games. Not sure yet how exactly the scripting works for GB Studio, but I like what I've seen of the workflow.
I've been working on the pause menu lately, gonna try to focus more on content now.
im actually using rpg maker, though the performance dips to around 50fps or 40fps at worst, its still annoys me though.
had some people test the performance and only 1 segment was consistently laggy with what areas would lag for me.
>im actually using rpg maker
found your problem
I've mastered Unity, I can do pretty much everything from graphics, sound design to coding
but I still have a hard time putting my own game together
thats pretty good T . B . H (to be honest)
well i just spent a week adding in localization support and it doesn't even work properly
Not a meme but probably even Godot rpg in a box is a better choice
Just finished a results screen theme.
I'm a total FL studio noob, music is hard man.
instaud.io
It's good but make it loop if I just want to sit there on the clear screen and chill.
RPGMaker games can make money or become popular or well-liked.
Despite the engine, not thanks to it.
Lisa is a good example, it's a technical mess and all the game does good is unrelated to the technicals.
Doesn't mean it's the best choice, just that's it a popular choice for people who can't make games.
Black Mesa Simulator
>takes place through the entirety of an expanded Black Mesa Research Facility
>pick a role (scientist, security, HECU and try to survive
>shit can end differently depending on what shit happens (for example someone might set off that rigged to blow topside ammo dump or storage yard and cause shit to collapse, forcing you take other paths, some alien growth mighr spread to far and become a giant sentient mass that necessitates nuclear bombardment and definitely ends the run)
Would you play it?
Yeah still need to figure out how to make something loop from the second bar after the song has run its course.
it's getting to the forgotten idea phase
>im actually using rpg maker
Which version and what are you doing when it lags?
good job m8
Working on a proof of concept. I'm testing the water here, because I have posted it on Reddit, and I expect a sperg meltdown here because of it.
vx ace, lag seems to happen for when i play for a long period of time.
Also this is for my own project.
I've been hired for a game project but since there is no budget for a musician I took it upon myself to learn the ropes of FL Studio.
Making anything more than really simple songs is beyond my scope but for a project with a tiny budget it suffices.
This is a theme for a Roman history game.
vocaroo.com
Going to make a ratchet and clank style game
Badly coded custom scripts could cause issues like that, if you're using any.
Could also be too many seperate parallel process events active at a time, but I doubt you'd have anywhere near enough of those to cause issues.
I want to make a semi lewd gacha. I have an artist and I have made some stuff in unity. I have never done work with a game that requires an online connection though.
dont people only play gatches for ips they already like
like from animes and what not
Those are usually the most successful ones. But I have seen plenty that don’t feature existing IPs or character.
My artist said that she might use some characters from a webcomic she is trying to work on. It isn’t much but maybe that might get some of her followers to look at the game.
SS13 in Black Mesa?
added new weapons
and a new look to what the 2 chapter looks like
thats some good shit
only use about 4 or 5 scripts, all of which are by 2 authors. on average i have about 5 or so common event parallel processes that go across the whole game, and majority of in map parallel process events usually do simple shit like music or change the screen filter.
Nice, got a blog?
What should I do if I want to get back into making games? I made a few small game things (a visual novel and some sort top down game), but haven't made anything in ages.
I need an artist. I think I have the gameplay down, maybe revamp some stages for level design reasons, but my weakness is graphics.
Was thinking more singleplayer along the linew of the PRESSURE meme but BMSS13 would work only if you split the facility into a fuckton of Z levels and iirc the atmos code no likey
Have you tried turning 1 script/pp off at a time and testing the game without it? Doesn't seem like you have many options for where the issue could be coming from so it shouldn't take long. Start with any that are active in the segment that was laggy amongst your testers.
paulojlopes.itch.io
I had an actual blog, but I havent really updated there in a long time
on paper, the basic gameplay concepts, functional leveldesign ideas and marketing kikery are all figured out.
now I am slowly realising that doing the programming is something I can only do to an extent without losing my hair over it. so atm we are working to have a finished and well playing demo that we can show to a competent programmer to convince him to work with us
Fact
The only person that's going to make any money off of their game in this thread is M E
If you aren't making porn games in
T H E C U R R E N T Y E A R
Than you might as well fucking die in poverty loser
>Mouse position is all whack
>Trying to prevent the player from rotating while the widget is open is just all kinds of not working
But at least i've made a super attack selection widget.
once i'm trough i'll explore movement options. I'd love to have a dodge roll, but having it in first person like in breakdown is nauseating.
Do lewd games make good money?
We get it HentaiWriter, cunny sells
ive already made money off my game so FUCK YOU
Wut game?
>try writing, not very good at it
>try painting, not very good at it
>try sketching, not every good at it
>try game making, not very good at it
>try skateboarding, not very good at it
How the fuck do I find something I'm good at
I'm considering doing this but my art is nowhere near good enough yet, it's gonna take years because I'm a total art noob and I have no idea how to really improve without guidance or schools.
Friend did the same you did and fucking made it. Quit his job at our or old gig, he was offered the position of art director but his pony smut made him so much dosh he'd lose money when not drawing pony vaginas.
Degenerates are fucking loaded for some reason.
if you're a brainlet, possibly
if not then you're good
Considering Darkcuckie has made half a million for a fucking visual novel in renpy
Yeah
nobody starts out good at anything
you just keep at it until you git gud
How much did you make?
Last time, without even trying I put something out and got 7k in total
i also make music, user. I enjoyed listening to that.
its annoying in the beginning but once you get the hang of it it becomes even more fun. although Im using reaper, but i guess the DAW doesnt matter that much
that looks dope, user. keep it up
Most professional anything's are naturally good at whatever they do
Do you think the average high school basketball player could ever hope to be as good as an NBA player even with practice? No.
im a fan of that. continue on this, i know it can be good
Oh my that is good
Continued work on my game after half a year or so. Added different path types and made them merge nicely together.
in most cases, when trying something youll not be good, even if you think you are.
its all down to time invested intelligently and practicing. life is not a videogame, nothing comes fast and easy
Thanks, glad to hear you liked it.
Music seems to be the hardest artform to get into when it comes to actually getting "on paper" what you envision in your head, sometimes it feels like you need a PhD to completely grasp a DAW.
they have a natural advantage, yes. but no one actually starts out good.
also better get rid of this defeatist attitude. you don't need to be a genetic prodigy to be good enough at something
I'm almost done with the stages, I just think my weakness is in the art. It'll be short too (8 stages incl 'Wily' stages) since I haven't drummed up enough interest for me to make it worth my time before moving on to the next game
no shit you're gonna do better in basketball if you've got genetics. you just need a fucking pair of hands and eyeballs to do anything game related. the only 'natural talent' any artist has is that they found it fun from a young age so they got the practice in early. if you tell yourself anything else it's sour grapes from sour faggots too lazy to apply themselves.
You might have a certain knack for something, but something like natural talent absolutely does not exist.
Literally nobody became great at something without working hard.
yeah it does feel like that sometimes. but for me I just memo record tunes when they pop in my head on my phone and if i still like it later ill get busy writing the melody down. then make it longer and add chords and shit like that.
just do it and if youre not happy with the result, who cares. just try again. also just doing jt will naturally familiarise you with the DAW. youll be breezing through it in no time
still done no progress on learning
man, thats cool, id like to play that. for me its the other way around a little bit. I feel i am competent at designing levels and figuring out mechanics, but actually programming jt is a chore and i constantly feel like im a retard, one line of code away from ruining everything
Why the fuck is there anyone still learning 2D game development in current year? What a colossal waste of time.
you dont have to be the best in the world to be a game developer, artist or programmer
there are millions of people making games
plenty of them are shit at their jobs and they still make games and make money
Why not? Some of the most successful indie games are 2D, and it's good for learning the ropes. There obviously is a market for it.
Do you want just 1 type of game?
Nah, that's just imposter syndrome. I have it, professions have it, you have it. You've got this. Everyone fucks up sometimes. Just like make game, bro
Made an automapping system
(continued)
Under the hood, I'm just drawing the tiles as flat colors and seeing which ones are "visible".
because making a proper 3d game on your own or with someone else is a massive time investment. just think about how much goes into making something like a hallway in a good looking fps. modelling texturing etc all those individual assets and shit. animations, lighting etc. its just kinda daunting to take all that on as a bedroom developer.
also good gameplay is good regardless of perspective
Because you shouldn't want to strive to make a "successful indie game." That's like striving to be third place. It's silly.
>Do you want just 1 type of game?
No and I don't know how you came to that conclusion.
I despise 3d games honestly
I'd rather play text games than some nothing burger fucking fetsh quest 3d game
Which is what they all are
Naw m8. Your gameplay still needs work if your demo is anything to go by. It's not demonstrated in the webm but your controls are still off and your wall jump mechanics is honestly terrible.
ay, thanks for the encouragement breh
Minecraft was an indie game
is c++ a good starting language?
Even in 2019 I've yet to play a 3D game with that 100% tight feeling that 2D games can apparently easily obtain.
...
My point is that consumers want 2D games, so why wouldn't devs want to continue making 2D games?
If you're talking about being as striving as you can be when it comes to technology, then why are people making anything but full 3D VR PC games with binaural experiences?
Check out the idea of minor skills and major skills.
You have just discovered that you have no particular minor skills (natural talent). A major skill, on the other hand, you have to earn, through blood swrat and tears. Only persistence will make you a professional in anything, whether or not you're a natural.
Obviously the are exceptions when it comes to physical sports, but don't worry about that.
Minecraft did well because Notch was a business man. If you're equating success with financial gain, learn business, not game development.
There's more consumers who wants 3D games.
>why are people making anything but full 3D VR PC games with binaural experiences?
Good fucking question. Why aren't they?
Depends what your goals are. You'll be on the ground and gamedevving much faster using other languages (C#, Java) or even game engines (Unity, Game Maker).
C++ is a bit better for learning fundamentals if you're shooting for a career in programming, even if not related to gamedev.
Actually really fucking cool. The game itself looks shit though sorry.
>Good fucking question. Why aren't they?
Because it's expensive as fuck to develop and the target audience is niche so you'll probably never make the costs back
It's easy enough to retool and program in another language once you've got a first language down. Better to roll down (say: C++ -> C# -> javascript) than the other way.
It's super easy to get started in javascript, but at the cost of everything being shit and unwieldy as your project gets bigger. Better to not get those kind of habits rubbed into you early on.
You may have played an older version, I've corrected the wall jump issues and nobody is complaining about the controls right now. Do you have something specific you mean?
because there's different people with different tastes and interests.
why is that such a hard concept to grasp? just worry about your high end 3d game development. you are doing that and not just talking shit because you want to be a dick at the moment? r-right user?
very few people WANT 2D games
anything you can do with 2D you can do with 3D too
it's just easier to make 2D games, which is why so many indie games are 2D
>Because it's expensive as fuck to develop
So you get a company or investors to fund you.
one more to show off my dumb combat shit
worrying about what other people are doing is pleb-tier
you're literally being the guy, acting all catty about how bad another dude is dressing
Working on a zero-g 6-DOF locomotion third person game.
Just implemented a multi-threaded 3D procedural level generator using a weighted flood-fill algorithm with right-hand-rule edge detection. With a few tweaks it will allow me to make complex, intertwining, vertical levels on the fly.
should i use godot or pirate gm2 for 2d games?
This looks awesome
Wrong. I'm just trying to get people to realize that they're wasting time. I don't want to see them waste time.
2D games might be easy to make, but nothing worth doing is easy. That's the cold, hard truth. Everyone with a clue itt knows what I mean. Of course, you can make a really fantastic 2D game, which WILL be hard to make, and that's fine... but it's still not the hardest thing to make, so you shouldn't just settle for that.
Post it.
Is pirating it detectable?
tl;dr I am in the middle of making a mobile game in GM1 and the fucking Android store decided it needs GM2 soon.
I don't want to shell out cash for something I will never use after this project again since I'm switching to unreal.
Godot if you want to use a practical language (basically python), GM if you want to learn a scripting language that's only used by one engine
Making a game with true pixelart can be just as time consuming and hard as making a 3D game, if not much harder.
You want more shitty steam asset flips?
Godot is better in every single way.
How to spice up srpg combat? Maybe timed hits like paper mario or something like ar tonelico 2.
aight I see where you're coming from. But ultimately I dont get that argument. By your logic I should go do the hardest diploma or start working as a mineworker.
People make 2d games because its the game they want to make (if they're competent).
i have no art skills so all my ideas will be stuck in my head forever.
program first, get art later. you can literally use uniform blocks as placeholders
computer bluescreened and ate an animation strip i was working on all day.
Heres a gif from alpha testing
You can tell me your ideas user and I will make them reality
Oops meant to reply to this post
>By your logic I should go do the hardest diploma or start working as a mineworker.
You should be aiming for the highest education possible in the field you're interested in. Mine work isn't necessarily hard, but if it is to you, then yes, consider it or at least an aspect of it like a physically taxing sport. All these things will help you in some way.
>People make 2d games because its the game they want to make (if they're competent).
If you want to be even more competent at something, you have to pressure yourself.
Also, y'all niggas who want to be successful both financially and artistically really ought to figure out how to work with other people. You shouldn't want to do the programming AND the art AND the game design for your game, all by yourself.
Nice.
Our college teaches us to do most of that, while not efficient we are self-sustainable. We can make a game and program our interactions as well as do the art assets. I guess Ue4 helps because most of the code can be done in the visual scripting.
I'm planning on making an Animal Crossing-esque game that's perhaps a bit more mature but the main objective is to teach you a language. So the premise may be that you are a foreigner who decides to move into a new place where everyone speaks a different language. The point is to immerse you completely in that different language. You don't get a thesaurus or anything, but maybe at the start you move in with a roommate you met online who knows a bit of your language and acts as sort of a guide to teaching you new words and phrases. The townsfolk will realize you are a foreigner and may either try helping you, ignoring you, or act condescending. Maybe the main goal of the game is to date someone and successfully hold a conversation throughout the date, or something that proves you know the language well enough. The game won't go into too much detail about the grammar. The point is just to get other npc's to understand what you are saying.
Inspiration comes from AC of course and the thrill of unknown settings. I'm also one of those people who enjoy playing games in some other random language, but this game will actually be catered to that very idea. I understand this is a massive undertaking but suggestions are welcome.
cool but planning is not making
>can't get my groundcheck to work at all
should i even use the default character controller in unity?
characterController.isGrounded
>We can make a game and program our interactions as well as do the art assets.
But you shouldn't want to, because it doesn't make for a good product... listen, I've played well over a thousand different games in my life, leaving not one genre unturned, and that's no exaggeration. I've made it a point to really experience as many games as possible and to study game design as much as possible because I really love playing games. And from where I stand, the problem with 90%+ of indie games is a rather simple one: the developers don't have this experience, clearly, and are trying to do everything at once on their own. This leads to third rate game design and art direction.
It's just a fact of life: in order to become good at something, you need to pour an INCREDIBLE amount of time into it, and our time on this earth is limited. Wanting to push yourself in all directions at once and innovate in all of them simultaneously is for Leonardo da Vinci, and you can certainly try it, but the chance that you will have squandered your time in the end is OVERWHELMING. Know thyself brother. What do you really enjoy doing out of all aspects of game development? Focus on the one thing you enjoy most and discard even the things that you enjoy, but just don't enjoy quite as much as the main thing. You'll be the most creative then and will gain the most satisfaction from your work, I guarantee it. You'll just have to learn how to work with another dude who feels the same way as you do to fill the areas you aren't focused on for your game.
This is my biggest problem with the indie game scene these days... it's promoted this idea that there are 1MAs (there aren't; all the successful ones were backed by other people, you just don't know about it) and that being a 1MA is desirable (it isn't; it's a limitation on your creativity and it undermines what you're capable of).
HOW DO I COMBAT SYSTEM NOTHING FITS
AAAAAAAAAAAAH
come on man, cut me more slack than that. the problem i'm having is whenever i move down a slope, the player switches between isGrounded and !isGrounded super fast. i've tried spherecasting down, but i'm a brainlet and can't figure it out.
I study art at the college (asst modeling texturing as well as previs work). We look at the whole picture to learn how to create strong assets to seamlessly integrate into a workflow. I was saying that being capable is a good step towards being a strong cog within the machine.
I just want to make a trajectile ripoff for mobile what't the best place to start
to be fair its fanfic-tier ideas story wise so i'll keep them inside for right now but as for gameplay
I was thinking like 2D sidescroller? MC would be a winged humanoid of some sort...Aerial/ground combat with guns. Flight would be momentum based, possibly a dodge mechanic in flight?
Man, having to explain the ideas in my head makes me realize how loose some of my ideas are
>tfw when you're stealing artfrom spriters-resource.com and nobody is noticing
hehehehehehheheheeeeeeeeee
>We look at the whole picture to learn how to create strong assets to seamlessly integrate into a workflow.
Oh okay, well that's different and understandable. Having a certain amount of knowledge of what other members of a team do will help you contribute to the team. So you mostly enjoy the modeling / texturing / asset art creation and are just learning some UE4 scripting to aid your skills in art creation?
Looks great, would play / 10
>>tfw you're stealing art from [popular games]
They notice.
This is a small part of my senior thesis that I'm working on. I'm working on ZBrush sculpts and advanced texturing in substance Designer right now. We pitch a game (Junior year) and if approved move on to senior year (next semester). I got approoved btw.
Here is a progress. It's your shop where you sell items you crafted.
It's pretty much finished, just need to make it look a bit fancier.
i didn't say popular games dumbass
Nice. So you're working on a game right now? What are your overall goals?
Whoa, thanks for site, dude! I'll use it to make placeholder tiles.
>using not-placeholder art as placeholders
don't do this
So what? You just stand there and do nothing? Sounds pretty boring.
If your game is just a platformer, the code is the easiest part.
Is there a (3D) game creation software that's fit for art-fags like me, who hate traditional coding?
I'm a visual-minded pleb who wants to see what I'm working on, ASAP.
It's a shop and only a small and optional part of the full game.
You'll open it, spend 2-3 minutes making some money, then close it for the day and do other things. You can also just directly sell the items but wont make as much profit from doing so, but it'll take less time.
You kinda did, by linking that site. The site runners generally only rip sprites from games that had some sort of popularity. Your "I don't know it ∴ it's not popular" isn't going to get you far.
j/k I know you were just joking/trolling, you're alright
1. Nice portfolio
2. Nice Gameplay
3. Secure Job
But why? I'd like to see how some things would look like in my game with defined pattern, And then I will redraw to fit the style of my game. It's more useful than using plain shapes.
Learn ue4 they have like a billion tutorials. Learn an Autodesk modeling software max or maya
UE4 or Unity if you pay for the playmaker plugin
Hollow Knight was made completely with playmaker
>And then I will redraw to fit the style of my game
Your game won't have a style if you're poisoning your vision with random assets.
What is the best engine for Action RPGs?
I am talking about something like the Drakan series.
Working on some crazy laser puzzles
What are you working on?
Been using 3Ds for 12 years, and more primitive shit a bit longer.
>UE4 or Unity if you pay for the playmaker plugin
Sounds promising.
Though, there appears to be a handful of versions of Unity at the moment. Should I go with the latest one, wait for the 2019 thingy they're hyping up, or grab some older thing? No difference?
Which sort of job are you looking to obtain? Are you leaning more towards an art related job, or a game design related job?
I'll risk it anyway. Better something than nothing at all.
>Better something than nothing at all.
wrong
Hi guys. I'm a web developer and my main language is JavaScript. Can I do a decent game with this knowledge? Any framework, engine out there?
you should turn the floor wood to go sideways. might be nicer
Techical artist for materials or 3d generalist
That is a 2 second fix.
I originally made them sideways but they had lots of aliasing problems and I flipped them because I was too lazy to actually fix it and this worked.
Since then I've gone over all the UVs and added borders and enabled mipmaps (got to have borders to stop bleeding). It means the textures are a bit blurry but there isn't any aliasing so maybe I'll flip the textures back.
It took me like 3 days to go over all the textures and fix them though. Man I wish I knew more about 3D when I started (this is my first time working with 3D).
been sick this weekend :(
Unity used to literally support JS and C#, but I recall them dropping it with the latest versions and focusing more on the C# and visual scripting.
That being said, if you've mastered the horrors of Java, just about any other language, scripting or full-blown coding, shouldn't be a big issue.
that's fucking precious; i like it
how the fuck I fall? It's 2019 omg
Cool. Do you have a working portfolio of stuff you've done so far, or are you in the early stages? Do you have a Discord? I'm interested in game design / development, but don't have professional experience with it, if you just wanted someone to chat with.
I have placeholder graphics and that's about it.
Also I added items very recently that change your base attack and your stats.
This definitely.
I've just been prepping for a live demo booth I have for a show on Saturday, which mostly means I'm fixing up content, polishing some things, and playing through the demo area looking for bugs.
that robot is kinda hot
That movespeed seems way too slow for how open the room is, if everything else matches.
It's a religious hivemind in a cryopod actually. It sounds like a gay Appalachian. But, whatever tickles your pickle.
Consider the following:
A card game where you don't play your deck, you play the opponents deck and the objective is to make them lose. They do the same with your deck.
The objective is to make your own deck so amazing and fool proof that even if they try to fuck up with it, they still win anyway.
trying to put map together
Meh, there's a sprint key and quick-warp buttons, not too concerned on player travel speed.
recently finished a run animation
I can't figure out what I want to do. RPGs sound cool but potentially lazy and limiting. Platformer or Puzzle game could be nice but all I can do is music and some programming and it's like, sure, but I'd like to have a graphics solution that isn't costly. Ultimately though, I just don't have a solid idea yet. Pizza Tower has been inspiring me in a lot of ways lately but not even that's getting me anywhere. This shit is frustrating.
Drop the pause when his feet hit the ground.
I think i finally have my inspiration to make a game
Sounds pretty cool
i kind of like it if he's meant to be very heavy
but it could do with smoothing out a bit you're right
I'm learing about how to make a sprite on game maker
Nah the pause is good, clean it up by all accounts but don't remove it (or if you do remove it, do some camera shake in the game itself)
Also the shading on the top of the legs makes it unclear as to which is in the foreground or background making the whole run cycle a bit ambiguous.
Overall though good stuff though.
Status update: im lazy, game delayed until 20 days after hl3 releases
>inb4 hl3 releases this year and I actually have to eat those words and make a game
I only do dumb shit, does this count as videogames?
If he's big enough to make things shake then that should really be handled within the game itself. It's a good animation otherwise, although his jaw could do with some secondary motion.
Not that user, but get the latest stable. Currently 2019.1
i think it would be a lot better if the game had no guns and the combat was momentum based.
Portals ?? youtu.be
Short additional recording. Didn't bother making a webm of it before because the vfx for the projectile was shit. It's also short because right now this guy is super boring to fight and only has two attacks.
also didnt bother attaching it cause im stupid
Holy fuck guy, that's pretty cool, would buy
Wicked stuff, user.
>have all the code and models in the world for a good dx12 3d engine but literally no good ideas for a game
it's not fair how the fuck do you learn creativity
Have 250k in funding and need to hire a programmer but the last 5 i've interviewed have all been chucklefucks.
Turns out competent programmers don't make games for a living.
>I'd like to have a graphics solution that isn't costly
You could work with an idea that doesn't require great graphics. Here's some concept art I did to give you an idea.
Im working on a mario64 romhack does that count? Currently making a ridable lakitu cloud
You're retarded.
Godot 3 already replaced Game Maker.
>90s game interview
>"so these are the cool technologies we have in our game"
>2010s game interview
>"so these are the minorities we have in our game"
america must be nuked. I'm writing letters to putin, xi and kim right now
Since I'm an inadequate programmer and artist I'll share a quick idea for an RPG I got.
>Dude finds a magic sword and shield. Said sword and shield are sentient!
>They speak of a legendary treasure hidden behind a door only they and other sentient weapons like them can unlock.
>The MC decides why the fuck not and goes on an adventure.
>Gameplay-wise, in battles you can either perform minigames to strengthen skills' effects or if you're impatient, just use them normally with average effects, but they're still useful!
>And the sword and shield can actually form bodies out of a weird black substance they get their magic powers from, which means they can act on their own in battle.
>When the MC has both the sword and shield in hand, he becomes a balanced fighter with high stats but one action per turn.
>When he has just sword or shield, his attack or defense rises considerably but you have two actions per turn since the sword/shield is now a party member.
>When he's holding neither, he becomes the healer with mediocre stats, the sword is a serious glass cannon, and the shield is a serious tank with minimal offenses. 3 actions per turn!
>All kinds of strategies could be used with this.
>When in the overworld you can choose who's gonna be equipped. Whoever isn't equipped follows you. Perhaps puzzles could be done with a mechanic like this?
>All 3 characters (well, when the sword and shield have bodies) will definitely be hot.
I started learning piano for my game. Does that count?
I sent a letter to Kim asking him to nuke my country once. He replied with a photo of himself laying naked on a bear skin rug. It was very tasteful.
I'll never share my progress with a worthless idiot like yourself. You don't actually make games, but make these threads to vicariously live through people who are more talented than you.
I thought up of a good way to display windows and text while I was asleep, thinking it through before implementing it though
C++ is a good choice if you dont want to get a job out of it
You need to learn C++ conventions from a school if you want to get a job out of it
c++ is always a good choice
>Have 250k in funding
from where
Whatever happened to Anubis?
Just find something you're passionate about and focus on it until you're good at it. Try to imagine something you'd be happy doing for 30-40 hours a week after you have the skill and work your way towards that.
Turns out it was furbait and not an actual game.
Died of aids
Currently learning Python and C++ at uni. Have to take Java over the summer so I can move on to the more interesting courses.
Needs haggling and other fun dialogue
nothing, he just draws furry porn now. I guess it's easier and he probably makes more money from degenerates.
Perhaps. Get enough flight speed and crash into enemies, dash by them just right and leave a small bomb or something without getting hit...
I've been having a hard time finding motivation to work much, but today I'll do my best!
All your games look like uninspired shit.
>ABR poster thinking his opinion has weight
>thinking your game has weight
nah it'll fail like all the rest don't kid yourself
>implying my game doesn't have weight
not only does it have fat chicks, it's 4gb for pixel graphics
You gotta get rid of the nose.
Just a slight facial protrusion and she'll look WAY better.
Why are you paying for GM when you could use Godot for free?
Make it like pacman but bullet hell
I gave up and decided to make a tabletop RPG instead. Programming just isn't for me.
I want to make a game who simulate a complex real world economy, which programming language is most adapted to this task?
Is there any possibilty for multi-threading?
What would be the best way to start learning it?
I only know how to make basic script.
Godot
There's no reason to use GM
I'm still making progress on my VB homebrew project. Depression has been tough on me....so progressis slow. I'm sorry for the delay. Game will be in Japanese and English, but more than likrly Japanese first because the English Script is taking a while. Please look foward...
C# is an easy to use language with good multithreading, and there's more than one way to approach it. Just keep in mind that you'll be bottlenecked by anything where sequencial execution is required, so try to code in a way that minimizes those
docs.microsoft.com
docs.microsoft.com
>know c++ enough to get paid doing it
>don't want to pay 5% royalties to unreal
Wat do
Cheer up user! You can do it!
that sounds cool
Number crunching isn't really intensive, especially if you don't necessarily need it updating every single frame like with an economy system.
Stress from many things has made me almost kill myself seven times...I no longer know how much more I can hold out
is your game always going to be this ugly?
where's your game
Are you?
I assume you mean me. I'm sorry you dislike the colors...but the PC port will have a Color Customizer shown here...
After hundrets of hours showing sphere rigid body collisions and dynamic creation.
My very own .Net PCL game engine with only dependency on OpenTK for OpenGL and input.
Written in safe code, managing its own preallocated memory blocks, using fixed point math.
Still lots of stuff to do.
That was meant for Your game is really nice looking, shame about the color pallete. Making it full-color would've made it a real charmer.
Don't use Unreal or suck it up, buttercup. It's a great, complex, fully featured engine, you aren't entitled to use it for free. Ask yourself if you could make a game from scratch. If the answer is no, then deal with it. Epic is a business and Unreal Engine is one of their products.
At this point I'm spending more time on art than I am on coding.
Thanks a lot i'll look into that
>Your game is really nice looking
Thanks.
Cute
It should be clearer that the bubbles won't damage you while they're flashing, perhaps give them a popping animation, otherwise great
the red is really eye cancer inducing
some of the other colors are much better
why have it all the same color anyway
he said it's a virtual boy homebrew thing
Earlier in the game, you are taught flashing objects cant hurt you. I'll make it more apparent though. Sorry...
yeah, I don't know
I see you're as good at reading comprehension as you are at videogame graphics.
The game will be releasee on VB first, with a PC port soon. It's okay if you dislike it, but I hope you have fun making your own colorful palettes too...
Thank you.
no it's not you dumbfuck. Most engines are written in c/c++ so it's a valid choice. Although it would be easier to learn C# with unity.
MEEEESSAGE OF THE BLOOOOOWING WIND
ERASING MEMORIES
his game looks fine though
Nah nah, if it's clear in context that's fine
Pretty sure it was sarcasm.
based
oh no i never said i dislike it, i just told the guy why it looks all red
unity is free for the first 100k shekels iirc
no it doesn't
Why is space orange?
Sorry, my English isn't the best
Don't be so self-conscious, user. I think the game looks great. The VB homebrew thing is a little weird to me, but you're doing PC too with the palettes option, so it's all good. It looks cute and fun.
you don't have to apologize, it's fine
working on 2
ARPG - 3D
-Working on graphics, gameplay done
3D Hentai Sandbox
-Working on scenes & some tech
>MADE WITH UNITY FREE SHITTER VERSION
release when?
>I pass
A dota 2 custom map I like is dying, so I wanted to maybe see if I could take over development but from what I can tell it looks like a pain in the ass to even write a LUA script, nevermind all the other stuff that has to fit together for it to work, and the documentation is of course shit.
Trying to decipher someone else's code is a special kind of hell, you're better off making your implementation depending on how much code there is.
I wonder, which map?
天安门六四大屠杀事件 / Tiananmen massacre 1989
How realistic would it be for a one person team, or even a really small team to make a simple prototype for a game like Tenchu or the early Splinter Cell games?
I can handle the art and animation aspects, but the core stealth components, (sound, lighting) and AI feel like they'd be the biggest hurdles to overcome competently as a small indie team.
Dotabut it's artifact
No, his implementation is pretty straightforward and lightweight, as I understand it it's just all the basic dota functions and grammar that you require borderline encyclopediac knowledge of, and then how to both uncompile his files totally and to re-compile them again is still a mystery to me. I can parse a lot of his code and have it make sense, but I couldn't write it myself and even so as it stands I can't experiment and test it with my current knowledge.
If I wasn't busy I could maybe hunker down and unlock the secrets within a week, but I'm busy with actually important things.
How come? I saw somebody post webms of his Thief clone in these threads.
>tfw bounced back and redrew the entire thing
This.
There's also another user who's been plugging away on a Tenchu clone for a while that looks really solid.
I can't really answer any of your questions but evidently it's absolutely doable, just check threads now and then and see if they pop up as i'm sure they could answer your questions or you could even offer some art assistance.
Prototyping you could do it in a weekend, maybe less if you really knuckle down.
Lighting isn't too hard, you can do either the manual way of raycasting all lights in range and calculating the total light value or do it how The Dark Mod did it which is basically having an octahedron inside the player and then a camera that captures a texture of the gem and calculates the light value of all pixels.
Sound is a bit harder technically but not too much, just tie sound events to certain actions and calculate occlusions and such for each listener, but the hard part is balancing it, it's not something that works intuitively like light and the AI requires a lot of manual tinkering and tweaking, the slightest changes can fundamentally change the game's design so it's important to get it right.
t. made thief clone
Is there still a market for RPGs. I like them but everybody says the combat is boring or outdated.
>Not going full meme-tech and raytracing the stealh-index calculation
Yeah, gotta make a simple game for my Game Design term project. I have two teammates. We're all graduating in two weeks, and we just can't bring ourselves to give a fuck. We're making a 3D pong game with this retarded Leapmotion NUI device our professor is obsessed with. All we have to do now is create a basic richochet script for the ball when it touches something. If we don't feel like actually feel like working on it, I'm just going to make it so the ball starts moving to a random point on the opponent's goal on contact with a paddle. Also we're doing it in Unity, so super ezpz.
Thank you for attending my TED talk/blog.
Also, to specify. I'm not going to school for game design, its just an easy elective for my CS degree. You have to be a special kind of crazy to actually want to do game design seriously, so respect to all of you freaks.
Awesome thanks.
I've been watching a few Unreal 4 tutorials on doing a thief like lighting/detection system using raycasting and it does seem relatively straight forward, but yeah I think the biggest problem is going to be tying the AI to the animation, movement, different states, audio cues, sound/lighting and providing ample feedback to the player so they understand what the AI is doing and why and getting that working in a predictable and polished manner.......and yeah, I think i'll need to suss all of the core fundamentals in a sandbox before I even think about building around it.
I think third person is going to be a bit more work animation wise as well, but i'm pretty keen to have a crack at it.
Not looking for anything revolutionary, but I love the almost puzzle like aspects of Tenchu/Thief/Splinter Cell and i'm getting pretty fucking jack of playing modern *stealth* games that think things like vanishing bodies are good stealth game design and just completely lack all the nuance of the older games.
I fucking love how Thief did it's audio propagating as well, elegantly simple but ridiculously effective.
Depends what you mean by RPG and the related combat system in question.
Same
Thinking about trying the beginner projects on unity to get an understanding.
i assume you mean jrpg styled turn based games
the combat is boring and outdated, but if the game is good otherwise people will play it
The resolution is not pixel perfect. Irritating
Working on a prototype for Epic MegaGrants. Having seen some of the stuff that gets grants, this shouldn't be too difficult but I'm still nervous.
People who say JRPG combat is outdated are shitters, and people who say it's boring are either shitters or not playing good JRPGs. It needs to be hard and make you think, like in Etrian Odyssey games.
It's okay to have nose, but for bigger nose better to have softer shadows.
God speed user, indies are the only hope the stealth genre has left.
>getting pretty fucking jack of playing modern *stealth* games that think things like vanishing bodies are good stealth game design
>tfw Dishonored did this
>tfw Splinter Cell Conviction and Blacklist did this
>tfw Ghost Recon Wildlands did this
Why are you even thinking about catering to people that don't like the genre you want the game to be?
Now that's some actual video game, holy shit!
nice dude
Make sure to post progress (currently making MP maps for Chaos Theory again kek)
I downloaded Godot like a month ago
The End