How is your game coming along, user?
How is your game coming along, user?
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Nowhere yet, I'm still learning c++.
It's gonna be a long while.
Well I was just wondering how to get into game development. JS dev here, any tips?
Fuck off boss, I'll be back on Monday, let me be
You can make fun simple webgames with html5 really easily, if that's within the bounds of what you want to make.
Learning C# for unity right now
We're on concept stage and documenting/organizing what we are going to do, trying to develop a real workflow instead of going blindly coding whatever comes to mind. I hope we aren't just being delusional.
I don't necessarily want to do it in js. I'd prefer it, but it's not possible. Unity is shit(?) so I don't really know what to start with
how do i code 4 retards or is there no hope for me?
>all the code and models in the world
>still no good ideas
How the fuck do you learn creativity?
>keep wasting time on random things instead of finishing a basic demo
i'll never make it
Unity really isn't shit. If anything Unity is too easy. It has its problems like any engine, but it really gets its bad reputation because it's so easy to pick up that endless shit games get cranked out using it.
That being said, it really is a good starting point if you're learning.
Any suggestion how to organize shit in a group project, so far Only thing we could come up is a design document, how do you even schedule and organize all the aspects of the project
>unity
Just go with Unreal user, Unity will die soon, no point.
We use Mantis and Jira
Nowhere, im just a music guy trying to inspire myself through making music for levels in a game i cant make on my own
gantt chart
post tunes
Just relax, man. I can never come up with ideas when I'm working 9 to 5, but you let me be for a week and I'll shit out a ton of ideas
My issue is that I feel like I'm learning the shitty unity ui. I don't want to learn that, I want to code. It's fine if it's in some kind of framework, but not shitty gui trash.
Not going anywhere. I think about how great it would be to make a VR game while sitting at work, but then I get home and don't feel like doing anything except shitposting.
Ugh im on my phone avoiding summer heat
soundcloud.com
Not currently what im working towards.
JUST quit your job. If you have a family JUST leave them. Fuck em they're dead weight you don't need em user
Nice. You're gonna make it, bro
I'm nervous, because my art is shit, I can complete everything in two months, but my art is shit, and studying art is hard. To be honest I have no desire to work in this game.
Deep down I don't want to wake up, reality is shit.
I'm afraid of failing.
My art is shit.
I started doing the GameMaker tutorials and I got through those pretty quickly, but I'm not sure what to make with that kind of toolset. Thinking of spending the next week learning how Unity works.
I wish. I'm a lazy bum and ive been unemployed and living on savings for 10 months now
I mean you're either an artist or a programmer, you have to stick to one, the other one will always suck. Those are different mindset for different people. In a way it's easier for artists because you can get away with shit code if your game looks good but if your game looks shit nobody will play it
post art.
It's def different if you're a musician than being a visual artist or programmer. Do you live near a city? If you're unemployed and have ANY music chops it's p easy to get booked to DJ, perform solo or find people to play with. Good way to make a bit of cash and hone your skill
t. helps with booking for a venue
Pretty good, nearly finished with my current set of tasks.
Lots of stuff happening behind closed doors, hopefully we'll show some of the cool shit we've been working on soon.
excellent stuff m8, any tips for an artfag trying to make tunes for his game?
I cant actually perform music, I only produce from my bedroom, and my past few jobs were as an inhouse composer and sound designer. They were honestly rare gigs and i got a bit lucky to land them.
I am currently using trello, but the question is how do you do it? especially for a non-linear branching game at this concepting phase?
>Jira
I dont think we are skilled enough to go for agile models
trello counts as gantt chart right?
Why do you avatarfag and whine at the same time? Statistically most of us here will fail. Make the game because you want to make it. Alternatively, improve on your art to an acceptable level and in the future make the most of the skills you learned making your game.
What kind of game?
Honestly the best advice I can give you is: first step, try to pick out music you like, then try to dig deep into why you think you like it.
second step, look towards replicating that music. Pick a DAW (thats the software for making music), play around in it, watch tuts, open sample projects, mess around with plugins.
It will be a slog at first and a bit overwhelming when you see lots of knobs and sliders on your screen, but when you are able to go around the UI and intuit what goes where just like you do in your art software (photoshop?) You will love it
fine.
still stuck on the god danm story tought, fuck me the story more was supposed to be a joke because its a fucking pong game
why is writing so fucking hard
Agile is perfect for this. Just sit together. Think of tasks. Put them on the board. Give points. See how many you can do. Refine the amount of points you do each sprint.
Even as a programmer, I'm average at best, I don't have enough any long term professional experience, even though I'm a CS graduate, and I normally waste time trying to fix problems that don't exist rather than just focus on making the thing work, optimization should be the last part of the project, but I focus as soon I start writing the code.
Best thing I made in a while.
Literally the easiest thing to do. Not even a real job. Your game doesn't even need a story. Aliens try to annihilate humanity by destroying sun, humans put shields to defend themselves, there, that's enough story for your game, stop thinking about it.
THATS THE JOKE
its a fucking pong game and i have a 50 pages long script for the "story" mode thats going to be like a VN kind of thing
how much blood is too much blood?
Ha, you say that! I feel ya if it's not something you're trying to do. Some of the DJs I help to book just play Spotify for 5 hours and we still pay them out $150. Musicfags have it easy
But why
Game's a mix of a side-scrolling beat em' up with a bit of platformer-esque movement. Very 90's capcom influenced. I've tried using CPS2 plugins on FL to recreate that street fighter alpha 2 sound, but to no avail. I guess it's just a time investment thing eh? Appreciate the response brother, best of luck with your stuff!
I dont know, man, it takes a certain amount of fucks to not give to do that
there is no such a thing as too much blood
youtube.com
Looks like a great amount of blood for fatal blows but it's weird that the guy loses a ton of blood from a hit and keeps fighting. I would've toned this effect down for non-lethal hits
I dont like making 90's music, they are difficult to make. I can see the appeal but essentially making that music is gimping yourself, it just goes to show how amazing the older composers were to be able to make good music for the older consoles.
For a mindblowing experience, download the MIDI files from Transport Tycoon Deluxe and plug them into FL Studio.o
Is there a market for princess maker games? Why isn't anybody making them? Seem like a relatively simple project, borderline VN with some additional menus and animations.
make a stage BEHIND the wall and all you see is shadows, the more you kill the more blood gets in the wall and the harder the game gets
Don't listen to this faggot, nobody wants to play a game where all you see is shadows
because i think its funny to have a realy complex and emotional story on a game that started like this
there are no non-lethal hits. blood flies from the sword if it's been stained, that might be what you're noticing.
sounds like a plan
Are they harder to make because the instrument palette is smaller compared to modern composition, or should I be on the lookout for something else?
i said a stage not the whole game
This is a good idea but dont make it the entire stage, just make the character able to walk in and out of the room
You need to add waifus to it if you want people to read all that shit. Nobody will read 50 pages of script for a "lul so randum" joke
Yes, it involves more intricate sound design bordering on obsession and autism. And if youre being a purist, you cant really use easier modern techniques to make things sound better like reverb plugins, distortion plugins, things like that.
its 50 pages and im only in chapter 2 mate, its going to be 3/4 chapters long
and here is your waifu.
This looks fine, m8.
Airmen is going well.
Don't go too post-ironic user. It's not cool anymore, just annoying. Make an actual waifu, not a post-ironic waifu
Stuck, my art girl is suffering from a depressive episode, but it will resume soon
>art girl
rip user's game
>art girl
Reminder.
>caring about sales instead of making games because it's your dream to make games
Never gonna make it.
This is why you go the Cave Story route and do it as sort of a hobby thing.
>I'm still learning c++
Not a great idea for productivity. Both the time it'll take to learn a reasonable chunk of the language, and the bad language design that'll suck up lots of your time. If you want to use a C-like language for game programming, use straight C or C#.
At least do yourself the service of reading the C++ FQA:
yosefk.com
Cool
SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP SHUT THE FUCK UP
I'M GONNA LEARN HOW TO CODE ONE DAY. ONE DAY I WILL
FUCK YOU
FUCK YOU
Success for is just releasing a working game to the public, not money, but money is good.
Ah I gotcha, it's more of a stylistic thing then it is a purism shtick, I plan on bending the rules plenty if it saves me effort
What's going on big guy?
Ok so give a feedback on the game we are making( we are a 6 man team)
1/3
>Detective thriller game set in 1963 tokyo in a ficitonal subway line called shimbun(means offshoot) sprawling across 13 stations, each station is a semi-open world like kamarouchou from yakuza but smaller
>Gameplay is a mixture of VNs and Adventure games, primarily focusing on "detective things"
>You can collect evidence like a point n click game,you inventory is a like oldschool grid system
>you can interview/interrogate literally any npc you see on sight, leaving you to decide who is the POI, the catch here is that you can only interrogate 3 persons each day
>Sleeping regenerates interrogation meter, but only two times, sleeping also saves your game. not saving creates a stress multiplier but you will be rewarded one extra point if you skip saving for a day
>Stress is an outlet for the surrealistic elements of the game, and also muddles up your dialogue feed, some characters or quest are inaccessible when stressed, it can be lowered through drinking in the bar(which is a dice roll and can sometimes boost up your stress even higher), extremely stressed player wont be able to save the game untill they destress themselves, we definitely need to add more to the stress bit tho
>Your notebook is not like the notebook from L.A Noire, information just dont show up there, but you have to go extra mile to jot them down, every time you talk with a character, you can whip out your notebook and jot down the interesting bit from transcripts, you get somewhere around 30 secs to do that, the only thing that is saved in the notebook are your quest/subquest information, and character tabs under each quest where you store their statements, under evidence tabs, you can jot down important details surrounding the evidence that you collected, notebook can be used for jotting down new locations under locations tab,finding connections, exposing lies is done through the notebook too.
>did "some" marketing
this is where he failed.
If you don't put as just as much effort into your social media presence then don't cry when nobody buys your game.
2/3
>quest/side-quest design breaks apart focusing on different case assesment skills of the player, it is divided entirely through either dialogue branching or mechanical interactions, each branch of the quest focusing on different nature of the player: chaotic, well-intended, pacifist,standard
>evidence collection is executed like a point nclick game but a finite grid system inventory
>you can expose lies by mushing together contradictions in the npc's statments or by using evidence, which can only be performed when you are engaged in an interrogation(taken from the "game" called contradiction)
>Finding contradiciton outside of the interrogation menu, will generate more questions to ask in an interview
>Finding connection can either be done in your head or you can put together list of statements and evidence to create a idea/connection( taken from Detective grimoire)
>Puzzle solving is mostly internalized and not executed through a shitty minigame, and every step of investigation includes puzzle solving here and there
>Telephones is a thing in this game, so is phonebook, is basically a way to let players tell the game that they found a new lead
>transportation includes subways and cabs( cabs drop you at the specific spot you want to be in, like fast travelling but subways drop you at stations, so you might have to navigate your way)
>You can get characters drunk to gain information, you can bribe certain characters and a lot more quest exclusive stuff
every time on a random day I pick up something to learn C#, Java or Python or anything, and get somewhat far but then hit some wall and give up or stop to come back the next day but I never do. then I spend weeks without even bothering until I try again and it happens just like the last time.
3/3
>Leisure activities include, drinking in a bar, watching tv(features news, Twilight zone esque shows, surreal soap operas foreshadowing the game, and a standard world building device) listning to radio( same as tvs, but with radio dramas, mysterious frequencies broadcasting spooky shit), Reading newspaper and magazines/mangas( soduku, articles, adverts and phone no.s, pretty much same as radio and tvs), gambling(pachinko,pachinslot,Hanafuda,mahjong)
>quests as references to japanese new wave cinema
>art style is PC-98, we made a semi-automatic algorithm which converts pictures to any specific dithering method you want, but still requires 40% of hand based dithering, but so far thats the only thing we made alongside the story and the some of the concept arts
>around 8 hours long, divided into 8 episodes
>1 hour vertical slice will be released next year,if everything goes well.
I missed a lot of things from the original design docu, if you have any specific question you can ask away!
>punishing the player for killing enemies
I hope you're not in charge of game design of whatever shitty project you're working on
i just spent an entire day trying to find what causes a random crash
turns out whatever it was should have been crashing 100% of the time but wasn't for some fucking hell cunt of a reason
fuck
FUCK
THIS IS GAME DEVELOPMENT REFINED
Learn to give an elevator pitch, most of those lines can be condensed into a few words.
You got any examples of that PC-98 dithering algorithm? Sounds cool.
2 times my target sales
neat
Stop studying languages, and study programming.
>kills boss of stage
>game gets harder in next stage
FUCKING GAME DESIGNERS PUNISHING ME FOR DOING GOOD AT THE GAME
if that game is a side scroller you can just walk right and the blood will stay behind, realy easy to deal with
In a game like binding of isaac, what fun item synergies would you like to see?
>progression is the same as punishment
retard
is like a stealth game
if you kill a guy the body will alert other people
I`ve once again fallen in despair due to bad grades. I'll never get my CS degree at this pace. I just want to finish this bullcrap and resume working on my game.
critical failure
It probably wasn't good looking to begin with, let's be honest.
Look is everything. Gameplay doesn't matter.
take a simple genre that you love and think of a way you can make it better or add a neat twist, then prototype it and the rest will come from there
Looks like nidhogg + bushido blade + karateka, I like it. Do you have a Twitter?
its still at its early stage , the dithering gets really messy, especially with the lighest color, see the white dither marks at unnecessary spots?
original
Nice.
Have you ever consider using ML to process the images ?
not him but I feel like lining in colour rather than black would look better. Probably thicker lines too. Still a cool effect and she cute
>ML
since the PC-98 sequences wont be static like yu-no but will be rather animated like policenauts, we were considering machine learning, but its too much work desu, I'd rather animate it traditionally,scan it and edit the picture
our editor allows for very precise color editing, you have a 8-18 limited palatte with each color in the palatte separately selectable, we are very proud of this shit
You could just process they key frames and animate the in betweens by hand.
Looks better than what most can do here honestly
we were thinking about doing this too, for now we are finalizing all the design elements of the game and the content for the vertical slice, after we are done we will shelve this project and use our editor combined with ML to make a H-dating sim in the veins of Summertime saga or something, if we end up getting clout there, we funnel the money into our actual project.
that's an interesting idea, like a chance for something bad to happen to an enemy when they try to attack you, like they're stunned for a short duration/take damage?
Yeah, looks like you're throwing it through an ordered dithering pattern, which leads to things like those white dots which are correct *according to the algorithm* but not correct to the observer.
I've had some ideas on how to make dithering better for 3D (and the Obra Dinn guy has some cool write-ups), but 2D image processing is out of my field. Perhaps limiting it's ability to add new colors or generating 'masks' that tell it which colors its allowed to use in an area could work?
I don't have a twitter but the game is free on itch.io. the version on there is pretty outdated now though, I'm working on an update.
You don't, even though everyone at /agdg/ thinks otherwise. But that's exactly why they shit on "ideas guys" and keep pumping out bad games.
how do make vidya?
just like make game
I wish I could model, would have completed so many things.
link me breh
what's the name?
I made this visual novel scene as a joke/test.
Most people can play it in their browser.
asdf117.github.io
How do people commission art that isn't trash? Can you commission art on pixiv? How does that work?
First Cut
Just email the artist. I've even seen success stories come from Google translate.
>optimization should be the last part of the project
Doesn't work out that way, champ
>hey man I wanna follow you where's you twitter
>lol sorry don't have one
full fuckin retard
If you aren't shilling yourself on social media at least once a week as a gamedev just what the fuck are you doing?
thanks, gonna play it later
I know nothing about rates or where to ask people, or put up requests though.
I think this might be a bit on the nose for our history and moral philosophy class
then you ask them dumbass
I assume you have enough brain cells to understand the basics of negotiating? Just find artists you like and contact them
>user gives voice to my secret feelings
>his art is still better than mine
It sounds pretty cool in the style and setting and theme. I don't think the gameplay will be good. You've got a massive jumble of mechanics there. Plus, more socially-oriented gameplay has never worked well in single-player games, except when it's extremely simplistic.
Reminder that sheer amount of time spent on the game won't make it a success.
Reminder that "3 years" may easily mean below 300 hours of work in total which is laughable.
Reminder that he is probably talking about some shitty platformer with MUH DEEP PLOT and MUH FEELS.
are you sure you're not describing yourself there user?
Well, I'm not making a platformer, I'm not going to make an accent on MUH DEEP PLOT and FEEFEES and I'm working on it more than 20 hours a week, usually about 30 hours. I only have free assets for now, but when the vertical slice will be ready, which will happen in may be a month or two (time i got after multiplying my own estimate of two weeks by 2 and 4 respectively because it always works like that), I'll start looking for people.
I'd recommend to not focus on the result. The moment you focus on result you start looking for easy paths and stop enjoying the process which is important. It's even worse if the "result" here is getting money. Result for me is making a decent game first and foremost.
I made some nice methods for displaying windows and text
that was... interesting. Well done user, if you make a full fledged vn, id love to read it
Not that guy. Let's assume that I don't actually had social media accounts prior and just created them, so nobody is following me. How the fuck do I shill myself?
Thanks user.
I've posted the link maybe twice. Visual novels seem like a good idea to just shoot a game out there if you can get a good enough artist.
This example scene only took me an hour to do knowing nothing about visual novels at the time.
>man my art sucks
>show it to us
>okay but it sucks
>posts actually decent art
really? the only thing I've drawn is pic related and it was more or less a test to see how good I was at drawing and I figured if I could make all my art as good as pic related I would be going somewhere when in reality you've drawn something 20x better than pic related and say it sucks.
I spent all week developing a Hitman Challenge generator using Twine and SugarCube. I guess I could make a game/VN in Twine but I can't be arsed I guess.
This kind of thing wouldn't be out of place in ss13, so it's not that bad user.
If you're coding in c++ you should unironically learn linear algebra through classes, or khan academy
Itll save you a lot of time
It seems to me that the only chance of selling a twine game is making a patreon for a porn game in it.
how do you get sugar cube in twine? I downloaded both but don't know how to get them to work together
I mean, if you want to sell anything just make it porn or fetish based. If HuniePop can sell a fucking bejeweled clone by just using waifus and porn then anything can.
You have to change your story format by clicking on your story title at the bottom and going to 'Change Story Format'. Choose SugarCube instead of Harlowe since it's default and SugarCube comes with the newest version of twine now.
If ya'll play nu-Hitman and want to check out what I made, you can view it at web-devlet.itch.io
>Began making a game
>Plotline, story, everything
>Make assets
>Start thinking of lewd shit about my characters
>End up imaging a ton of sex scenes, mostly self-inserting as a kid getting raped because i was raped as a kid
>Golden fap material all over
>Can't make any progress
All i did was open doors i had sealed a long time ago. I seriously need to man up and start progress again but every time i have to go and pleasure myself
I've never heard of a twine game making money otherwise.
>that spoiler
You can't just post that and not post the back story user.
How are you learning it?
just make it an H-game, desu. Then you can get lewds and progress at the same time.
>get raped as a kid
>child rape instantly makes you hard
what thy fuck
The kind of game he is talking about already exists and it's fucking gross.
only sensical post
Will never be a thing. I'm just going to waste my life consuming media than creating it.
Love the art and she's a qt.
Good, had my first live showcase today, all with altogether positive responses, but pretty much the same sentiment of "this is too small a game to show off in just a fifteen minute demo".
And thankfully none of the bugs I was afraid might pop up actually showed up.
Don't know what the game is but you should reverse things so you're playing as a snake smashing the spaceships.
Does your waifus have game, user?
It's not child rape that makes me hard. It's what happened to me. While there is nothing worse than being forced to do shit, being touched and receiving fellatio was the only good thing about it Also feeling my tiny body being pressed down. I was just eight when that happened.
I'm just feeling guilty for fapping to this sort of shit, i still need to vent it out
You are the son/daughter of a powerful King. Except you go on adventures. You can get fucked by several people along the way.
Gonna make him a bit beefer but liking it so far
your artist needs to study anatomy more. and start emulating jap artists.
Day 3 in blender.
I used to joke that it was going to be released in 10 years, but now I'm having my doubts.
I got a book for it, online searching, and a Udemy course on it. The course was cheap and seems well put together
Can't decide on an engine for a 2-D spreadsheet management porn game.
don't expect to make money off of your music. Or if you do, expect pennies. I've been making music for over 15 years, multiple genres. Pursuing music as a career is a meme.
Yes, a robot waifu.
You're not wrong, but im too lazy to do anything else.
I give up.
>apartment complex, sewers, club, farm, city streets, warehouse, garbage dump, cloud/castle hallucination, casino, boat
If you were making a hotline miami-like where would you want to go?
mardi gras
Don't waste your time. If you really want to make a game worth half a shit this is precisely what you must do:
First, get a standard calculus text and dive in. You should also get linear algebra and discrete math books as well; make sure the discrete text is proof based.
Once you're a couple chapters in to your discrete book (you will want to have covered basic proposition and higher order logic, and basic proofs), you may begin learning programming and computer architecture. As a litmus test, if you don't know what this statement is
∀P((0∈P∧∀i(i∈P-->i+1∈P))-->∀n(n∈P))
you aren't ready to take the reins of a computer.
Now, forget what you do know about computer programming:
First, you learn boolean logic operations
then, you learn transistor logic
then, you learn how to build functional units from logic gates
then, you learn CPU design
then, and only then, you learn assembly language
then, after you have mastered assembly language (not dabbled, but mastered it), you learn C
then, after you have mastered C, you may learn the higher-level languages of your choice, but you will always use C and assembly as your primary languages because everything else is unnecessary bloat.
By this time you should be finished with your first wave of math and ready for the next: abstract algebra, analysis, multivariate and vector calculus, and, after you have progressed a way in those, topology.
Finally, you become familiar with topoi, and study the internal logic of categories
then familiarize yourself with (general) type theory, and its applications to programming. I also recommend studying how to reformulate mathematics in terms of globular categories for use in automatic theorem proving, because there is an inherent programming-like 'feel' to it.
fucking around with blender, should i even bother trying to smooth it out?i dont want it to look bland and i got the feeling normalmaps are going to be hell with this topology but i dont know if people will like seeing every polygon.
I love this pasta
retard me forgot to add
>spend a bit implementing something
>realize it's completely retarded
>delete it all and think of something way better
>take a break since i figured it out at least
What are some good tools for generating 3D terrain for OpenGL? Something that can give me terrain in obj or height map form.
dont most 3d modelers in the industry use zbrush?
i aint a modeler and i aint in the industry, just trying to make games, i would try to learn zbrush but its too expensive and if i pirate it im worried ill get in shit if i charge for anything made in it
>pirate it
>buy it after the fact with revenue made from models
God I wish I understood math.
I'd trade my speed reading ability in a heartbeat.
If you're referring to the statement in the middle it's just the basic of inductive proofs. Important for computer science, but matters fuck all for game dev.
I know, but that post just reminded me that I am, and always have been, a retard at math. Though for a while I could apply math well with chemistry and physics in high school, it's long gone now and even basic algebra makes my brain blue screen.
What's the appeal in management games like Theme Hospital and Zoo Tycoon? They seem like you'd quickly hit a point where everything just "works" and you spend the rest of your time just rearranging rooms and decorations for aesthetic value.
Ok, listen. If you think your art sucks, you say nothing when you present it and then you prepare yourself and have the skin and the guts to take criticism from others.
Making mistakes doesn't mean you failed.
Getting dissed doesn't mean you failed.
>say nothing when you present it
Seconding this. It's really fucking annoying any time someone posts their art while claiming it isn't very good. It just comes across as fishing for compliments, at least if they're posting somewhere that has their name attached to it
Like Free Cities?
management games rely on the player wanting to expand, which adds complexity and more things to manage. since you named two obscure titles instead of simcity or something I'm going to guess they don't follow this pattern and there is a set limit to how much the player can expand. in that case it is a niche product and the aesthetic/theme is the main selling point, so it would be an acceptable end game to just decorate and rearrange.
Is this a copypasta because this is so pointless.
World Machine
Don't waste your time with anything else.
If you've played Planet Coaster you will get a sense of how to pump replayability out of management games like that, which is really important.
A lot of it is about designing levels and objectives.
made progress with a new projectile attack, so i can go to sleep now. night night, fellow fags.
>obscure titles
Unity with a nice asset for making tables in the asset store probably. You have to mess around with TextMeshPro tags to create your own hyperlink system though (you should download the TextMeshPro example files). It isn't terribly hard but seems to be necessary unfortunately.
>obscure titles
If you're younger than 18 you shouldn't be posting here user.
Your movement feels off. Maybe add some light momentum and friction to it?
Yeah, similar. Different setting, different goals, less focus on transformation.
>unity
Aw, man...
Why aren't you making a game for Ludum Dare 44?
whats to stop someone from lying about how much time it took them to develop a game
I textured a model I'm using as an enemy placeholder in a blueprint fps I'm working on
I've been looking into making an economic game that is heavy on the tables and Unity still seems to be the best option, even though it really isn't optimal.
You could use twine but no one will play it.
You'd be fooling yourself.
Not to mention it usually wouldn't fit the theme
>no one will play it
Damn, people should play my hip human trafficking game!
>Why aren't you making a game for Ludum Dare 44?
NIGGA I GOT FINALS
Finals are temporary, games are forever
Finally decided I'm pretty sure conclusively this time the core gameplay loop of the game. It's going to be a Sengoku Rance with Homm3 combat game in space.
Unreal 4 is better than unity in a wide variety of ways, and any kind of game can be made with it. You aren't required to write a single line of code if you enjoy blueprint.
Actually well. Thanks for asking. Working on the GDD and on the prototype in Construct 2 before I start coding in GameMaker.
>there exist people who unironically use gamemaker or unreal blueprints
The exception like I said higher up is that porn twine games will be played by someone somewhere, like Free Cities.
Very poorly bros. I'm super depressed and have no motivation. I can code but I just don't ever want to
Who told you Unity was shit?
It's better than Unreal in basically every way if you aren't in a large team.
>You aren't required to write a single line of code if you enjoy blueprint.
If you have to use visual coding for anything other than shaders you shouldn't be making games.
Why do you want there to be less games? Stop gatekeeping you bitch
Wrestling the UE4 character movement component to extend it and add my own custom movement modes.
Can you name me one game that the average person may have played that was programmed visually?
It isn't gatekeeping to say that it's not possible.
Someone could have made minecraft. Visual programming is getting pretty powerful. Scratch has a vibrant community of kids making shitty games. It's like newgrounds for kids. The tools are evolving and being used by our youngest generation. I personally don't use it, but it can definitely help make game dev more accessible.
ECHO
Really good, i did some visual work and it gave me time to reflect on some gameplay elements, so i'll get on to adding another enemy and a fun fire mechanic in the upcoming week.
Blueprint is as capable as code you dingus.
five nights at freddies, iconoclasts, there's a few popular games made with MMF
>spawning a bunch of prefab blocks based on a noise algorithm.
wow gee
Sorry but that means nothing to me, as that is incredibly easy to do. I can only assume the difference is that the performance is terrible, and that this never became a full game that people played.
Cave story could easily be made in something like construct or game maker, and it is the most popular platformer since supermario
No it's not. Just because something is Turing complete doesn't mean it's more capable.
>more capable
As capable. And it absolutely is.
This. How many indie platformers or arena shooters that were successes can you name? Look at RoR, FTL, Blackwake, Squad, Chivalry, Rust, Ark. All either have a relatively novel idea, or a solid multiplayer concept (or in the case of Ark a horrid mishmash of shit that people play due to addictive personality disorder). It doesn't matter if your game is cheap, you're not competing for people's money, you're competing for people's time, which means your $5 2D indie platformer does not have an inherent advantage against a $60 AAA game.
I'm not saying you shouldn't make the game you want to make, but you shouldn't make it expecting any considerable amount of money from it.
trying to get my buoyancy timings right but seems to be harder than expected
It absolutely is not. Can you even write c++ code?
>blueprints is just code that's dragable
>is not as capable as code
what was he meanst by this?
Use the noise function for your water and apply it to your objects based on their position.
Can't you just do a simple trace to the water level at the front and the back of the boat and you'll get an angle to turn the boat that will always be somewhat correct?
I'm telling you dude, it's not there yet, but it's so easy kids can do it. That's a good thing! And who knows what they'll be able to make in the future?
I'm using the same gerstner waves function for my materials that I'm using for my blueprint.
the results should be the same.
oh I already tried that, but you can't do a linetrace hit on tesselated meshes since it's all done on the gpu.
I didn't realize you guys were this dumb, holy shit.
Blueprints were created to supplement code for implementing easier to use parameters and such, and extending complex systems for game designers to tweak things with. Projects should not exclusively use the blueprint system beyond a simple demo.
I guess the requency is the same, but the visual effect is completely artificial, the boat is just going up and down, very mechanical, it should also sway left and right/forwards and backwards, maybe then it'll click together.
I feel like making a visual scripting language that compiles 1-to-1 to written code just to make you guys angry
Is it possible that it is actually working correctly, and that it just looks wrong?
If you don't set the height at one point, and maybe at 4 points and tilt the ship based on that, it could make it look better.
The only difference between BP and code is performance and being limited by the existing BP nodes (even though you can make your own)
BP is literally code wrapped into usability.
The code will run better, but to say you can't have a proper product done completely in BP is moronic.
Looks more interesting than 90% of nintendo games.
>BP is literally code wrapped into usability.
No it isn't. There is a reason there have been bugs in it since forever that wouldn't be there if you wrote the exact same functions in code.
I keep breaking things down. My delusions of grandeur have simmered down and focused on making a simple, tight experience for my first game. Still can't fucking code or draw or make music at a good level tho.
I've been away so hoping to build up some good momentum when I get back.
you're right! If I take the height from different locations and add force to it then it should behave more correctly
Nice.
If you are applying a force and not setting the position directly you can also expect it to lag behind a bit, so you could actually increase the timer by a fixed amount in the future as well for those points, which may or may not help.
the whole notebook thing needs a rework, with 30 secs cap and the do-it-yourself thing no one is going to bother, also drinking will increase your stress doesnt sound good too
Let me guess.... 10k a month on patreon right?
Unrealistically overambitious and overcomplex
>use straight C or C#
But Unreal only supports c++
Is Godot anything but a meme yet?
no
I just started looking at Unity, is it me or is this a barebones engine that has basic features locked behind the jew assets store?
It's not just you. People promoting Unity just have assets they're trying to sell.
How's this book for learning c++?
Unity has vastly inferior lighting, that alone is a good reason not to use it.
One part of my team is crunching until Tueasday, the other until E3.
And I'm just sitting, not stressing at all, because I'm a stupid concept artist who only works at the beginning of the project. Concepting third game of our studio and stealing crunch pizza from those who are working hard af. (ok, kidding, I have a lot of work to do as well)
what assets do you need? a lot of essential ones are given by unity for free
I wish I could program. Blegh.
Not just you, there's a reason a lot of people jumped ship to UE4.
I'm trying to learn dota modding so I can overtake development on a dead custom game
i have roughly figured out how to make more content along the tracks of what already is, but I don't know how to run my own game and i'm not sure if the compiled files I got from the custom map folder are missing information needed for me to edit and compile the files again so it works. I don't want to contact the developer for help until I've done all I can on my end, because it looks unprofessional if I'm asking to take over development but have no actual concretely useful experience or knowledge.
Anyone here has experience in this field?
no like its a gamble sort of thing, there will be around 30% chance of increasing your stress and I do agree that Notebook and the stress mechanics needs a rework
You'd probably be better off getting a c++ book
*ahem*
GET A JEEEB
Meant to post this. However I'm now reading a review that goes over the problems of the book.
got it working... kind of.
Been at the "almost done" stage for a long time, the closer I get to the end the harder it becomes to work on it but I'm slowly pushing through. All I have left in terms of actually creating new content is the final boss fight, after that it's just boring work like tweaking, balancing and polishing which should be tedious but easy since it requires no creativity. There's also the option of trying to find an artist after I finish it so the game doesn't look like babbys first art attempt, but I'm still not sure if it's worth it or if I should just put it online for free and just be satisfied that I've achieved a personal goal.
looks nice
>Warcraft III Reforged releasing soon
I should dust off the old custom map I spent months on back in middle school. Hero trainer type game where you faced waves of enemies and spent money on upgrades, and to send extra enemies to other players. Then you'd get paired off or put on teams to fight one another.
Shit was cash. I worked on it a bunch but got hung up on the multiplayer elements.
Art looks mostly good to me, contrast is good and everything looks clear and separate from each other which is most important in these kinds of games
damn, wrong video
Thanks anons. The thing that trips me up the most is animations, I make most of the enemies stationary as a result which gives the stages a lifeless feel. But I guess as long as it's not actively an eyesore to look at I'm ok with it
That's clever though, you're playing to your strengths. If you ever want to sell it I'd just ask an animator to redo the MC's animations but that's it. Doesn't have to be anything fancy and overly animated.
This looks better.
Oh yeah the PC's sprite is there from day 1, it definitely needs some major redrawing. Thanks for the encouraging feedback user I've been feeling pretty depressed in the last stretch of development not gonna lie
Great tip, got anything else?
>plug in steering wheel, do some racing, plug it out
>Game Maker games now run like total shit
Based
This is the last time I'm using this shitty engine desu
Great.
I got a good idea what to make, now I just have to trick an artist and a codemonkey to make it for me.
how do i into 3d low poly characters like pic related? i have some experience with modelling game assets and levels in blender but none when it comes to modelling humans, especially stylized ones... i don't want to pursue a career in 3d modelling, just had a project in mind with this kind of art style. thanks.
code your game in opengl c++ like a real chad
Not really but im not comp sci. Linear algebra is a pretty wide ranging topic so itll take a while to learn about vectors and matrixes. Maybe an intro to boolean logic too? I dont really do a lot of coding, Im EE. Mostly they make me obsessively analyze op amps and transistors
But I want to finish it
this is so cool not even meme-ing
Name one, with source
i do understand its a chance thing, but right now i assume drinking costs some sort of action point or time to do, if it doesnt cost any of these (except money) it might be actually quite reasonable
please respond
>have ideas for games
>they're both too ambitious for me to do alone and are basically "[game that already exists] but better"
>can't think of anything smaller
Yo'd honestly have more luck asking on some Dota modding forums and trying to make a tiny little project first before taking over something else.
This such a niche thing, i doubt anyone here will help you, except that one guy that remade Autochess as a web-based game.
I think a good way to come up with ideas for simple games is just thinking of some fun game mechanic and building a game around that
the only difficult part of taking over is just taking over, the main part is coding certain abilities, and I think I could probably make 3 new ones today if all I had to do was the LUA scripting. It's probably easier to continue development after I get over the adaptation phase than to make a new mod, since most of the work is already done.
looks good, did you follow a tutorial?
Not. The last thing I made was this vfx, I'm overrun with uni work and instead all I'm doing is practicing 3D modelling
Ah, a fellow CompSci graduate.
fucking based and unity script kiddies btfo
Me and my brother inherited a large amount of money a few years back from my grandfather, and I've been considering spending my half to develop a very low budget indie game, do the whole thing remotely over the net, just 1 prigrammer and 1 artist and me as designer/writer, eith tegular communication over skype.
With regular communication*
Finally working again on my game after I solved a design problem. Movement feels now much better and more fun.
you'll get shafted
imagine the working dynamics, like if some random dude hires some random dude to program for his personal program
Do you think hiring a project manager would solve that?
Did you make the models and animate them yourself? If so, what's the simplest way to do that for a complete babby who has no experience with that shit?
I don't want to use existing assets, they suck fucking ass.
There wouldn't happen to be any programmers interested in some (paid) work here, would there?
will you be able to as a private individual instead of being an actual company? I'm a bit skeptical if you'd be able to put together a team of actual professionals, because I'd imagine those people aren't looking at regular people's personal game projects
then again it's not like I know
well that would be the only way right? No established dev is gonna take on the pleasure project of some random person.
Does it matter as long as you're getting paid
>sculpting using multiple views
Don't do this. Learn to draw and sculpt naturally. You will always suck until you learn to draw no matter how many reference images you're trying to trace
yeah but it's risky for sure if you kind of imagine how those people can be anyone
latest progress, gotta give the normals of the castle some more work
2k is a good result. If you need more money than that to survive, don't make indie games. Only people in poor countries can now survive making indie games, all you first worlders are doomed.
There's plenty of devs out there that work exclusively as work for hire developers - so all they do is work on other peoples stuff. Lots prefer remote working too so it's definitely not impossible. I've worked with lots of remote devs before and it's certainly not easy - communication can be a problem so you have to have clear comms channels. Daily calls every morning, proper task tracking with burn down rates, regular content reviews - it's tough. You spend more time talking about and reviewing work than actually working. That's why you generally need a production manager doing that - not a dev, cause the dev will never actually get any deving done.
>ortho view
>500 tris
>sculpting
i thought this was KH2 from the thumbnail
Go to /agdg/, or better yet, avoid programmers from Yea Forums altogether
nonononono dude, for real right now, invest the money in something like blue chip stock, index fund, bro please dont put that money into making a video game please i am seriously begging you, please invest it in something. real estate, buy a a house, a condo, an empty patch of land in nebraska or wherever the fuck, put it into SOMETHING.
No such thing, keep at it bro that looks great!
Don't listen to this retard
I'm working in a project that operates just like that, we're all getting paid, nobody is shafting anybody and the team is like 20 people. Just need to use Jira or something to manage the project and you need to enforce attendance very strictly. People need to treat it like a 9 to 5 and you need to pay them like it's 9 to 5 and then it'll be fine. If somebody goes missing for half a week, they're fired, simple as. However we're also working on remote desktops, so our boss can always see what we're doing and he has a guarantee we're not stealing our assets or something
>/agdg/
Lmao enjoy getting called literally who, anyone that ever went there and can program likely already stopped coming there. Anyone successful leaves instantly. The only people who are there are people who don't make games or those who just started making one
There are a few autists that do otherwise but they are failures.
Every character needs to sculpted user. Don't argue with me, you're 3 days in and I'm paid to do this. You sculpt and retopo, if it needs to be lowpoly, you retopo it to be lowpoly, but you sculpt first. You will never ever achieve a good result without sculpting. Or scanning I guess, maybe that works.
But I've always enjoyed working with people from Yea Forums in the past
good for you but now imagine one dude hiring online two people from sites oversaturated with poo in loo tier people
you have to be cautious and I don't buy your anecdotal shit as something to make it safe
I'm not the OP you colossal retard
I begging you to please invest that money into various mutual and index funds. Please user.
I'd even game dev for free with like three people if it was a fun environment
What are talking about? Not every character needs sculpted, that's nonsense. If you are doing a traditional high - low, bake out normal maps etc then sure. But there's plenty of stylistically low poly art out there that's all box modelled and intentionally so. You adapt your workflow to fit the style.
>Every character needs to sculpted user
No they don't. making a lowpoly is easier with good old polygonal modelling, which is double-easier with something like graphite modelling tools in Max.
Instead you'll have user sculpt his animu abomiantions and then not understand what the fuck is a UV map and what topology is.
when you have twenty people, your team reliability goes up because it's not a big deal if like one of them suddenly drops out due to neet lifestyle depression or something
but the same shit doesn't fly with like two people, one drops out and you're immediately under big stress
You're fucking retarded and I highly doubt you get paid to do 3D modelling.
You don't sculpt for low poly characters, even less when you don't need custom normals, this is the dumbest fucking thing I've heard in months.
Well that's good I guess, we're going for a similar type of game, especially the combat
UE uses c++ nigga
Would it be possible to make a game that uses DoW2 campaign control scheme on UE?
i don't see why not?
Thanks.
opengl is not chad, vulkan is
>would it be possible to [make game] in [engine]
I'd love to play a zero story open world game where you explore around until you find some cool shit and by completing the cool shit you end up in the final boss
>Dwarf Fortress
>Minecraft
>VVVVVV
>Undertale to some extent
There are expections where games with "simple" artstyles still get widely popular
burn this guy's cv
Is it just an effect, or is there some kind of physics behind the blood splatter, because it looks really convincing
what's it go to do with ubisoft?
Do it like this
>Make games as a hobby
>network with other small indie programmers/artists
>share their stuff, they will share yours
>broaden your exposure with multiple small fan projects to grab in fans from different fandoms
>drop an actual OC project you actually put a lot of effort and time into after those steps
This will make success a lot more likely.
Noteworthy examples: Freedom Planet, Terraria which both started out doing fan games
>Df
It's simulation isn't matched by anything else
>Minecraft
Literally a timeless aesthetic, also it came out in the perfect time to be popular
>VVVVVV
Only successful because it released before the indie boom, it's not a very good game nowadays but it still has great music
>Undertale
Has great music, writing, gameplay and decent art
If you have shit art you gotta compensate it somewhere else
i hope this is bait
I'd recommend you to do dithering for the basic shades and do the lighting sections manually since those are the most messy
I work with remote employees and I would never do a fucking daily call every morning, why would you ever?
>Literally a timeless aesthetic
if by that you mean it looked like shit as soon as it came out
If it looked like shit nobody would be playing it
graphics arent the only reason people play games
>Don't argue with me, I'm paid to do this.
that literally means nothing
do you think everyone is good at their jobs
no, they're not
Yeah I literally already said that you mongoloid ape.
I play MUDs and they don't look like anything
It's hard doing any of that while being autistic recluse.
I was only talking in the case of minecraft you disabled sloth. Try reading my original post instead of being a braindead
have you never played an ubisoft open world game?
yes you go from quest marker to quest marker through some shitty story
I was thinking more morrowind but simpler
Minecraft looks like shit and people play it
stop pretending you arent wrong
Yikes look at this faggot thinking he has "good" taste
just because you enjoy it doesn't mean everyone else would, captain autismo
It's not a question of being possible or not you passive aggressive animebrained shitposter, but whether or not the engine has the tools to support such type of game, and whether it would be possible to do it in a reasonable amount of time.
Now go be a bitch on /vg/
who said anything about taste
nice work user
>my gameplay and writing can make up for my kindergarten tier art, you'll see!!
Then you're genuinely braindead. If you honestly think minecraft looks good at all just end your life.
>tfw rape by older girl when i was a kid
>now have /ss/ fetish
seriously why is it always writing with beginner indie devs? like that's the shittiest way to go as a beginner indie dev, making some trash rpg maker abomination with focus on a the room tier story
Why would I care if everyone enjoys my game? If you're not making them for yourself or a small like-minded group then just gas yourself already.
>almost 23 and still haven't started
I HAVE IDEAS FOR SEVERAL GAMES, WHY CAN'T I START FUCK
writing has 0 barrier for entry
well it's possible
there are games that got huge despite having awful art
it's just not likely
>Would it be possible to [make game] with [game engine] but worded in a way to pretend you are smarter than you are even though you clearly don't know what you are talking about
Bad art makes you instantly repulsed, bad writing requires actually reading it to realize it's bad.
yeah but you turn off the game immediately it starts showing text to you if it's one of those indie games
Because beginners are always looking for the quickest path to success using the least effort, and since art and coding take time to learn, they think that their shitty fanfic tier writing skills is their best option
Newsflash retards, there are no shortcuts. Either climb the mountain like the rest of us or fuck off
Download some tools and follow some tutorials for said tools, it's easy.
This has to be a new low of braindead
writing takes just as much work though, though I understand people don't realize that
Is there any game engine that doesn't require coding that's decent with UI stuff? Because GMS is fucking awful for anything related with interfaces
I bet you're writing some shitty indie game
unreal 4 but if you can't even learn enough coding to do basic scripting you're not making games
The ratio of successful projects to indie devs is already abysmal, and the amount of projects that succeeded despite horrible art is even less. You're a retard of gargantuan proportion if you think throwing dice with those odds is a good idea, just admit you're a lazy fuck and hire an artist for god's sake
i didnt say it was a good idea, i just said it was possible
i literally said it was unlikely
No, learning to code will help you a lot and it's not that hard
It is for me because I'm a retard
thanks bros
very simple particles with various hand-scripted effects.
>spend years planning my game on .txt
>start working on it
>get to the point were I can finally implement my gameplay ideas
>80% of them are unbalanced trash
At least I can do tests in-game now which is great. But it's quite bizarre returning to the point when I was just idea-guying
A lot of what you do for games has to be thrown out
I fucking unironically love this.
nah there wont be any action point stuff, drinking only costs money and making people drunk on purpose might just get you bad ending to a quest I guess, that being said do you have any suggestions for the day and night cycle? Because I(not we) wanted to depict a tokyo preparing for the 1964 olympics and the only story entirely takes place in
winter, there is no thematic reason behind it for now but its just a cool moodpiece like in max payne.
which ones do you specifically think are overcomplex?I'd love to take notes and improve upon things(the tv show and stuff will be handled like in Max payne)
that's what I am going to do eventually, I am just going to use the algorithm as a guideline for index painting and maybe sometimes in-between frames
Godot, it does require coding but the syntax is very retard-friendly.
You shouldn't be always going for the path of least resistance every time or else you will only be using garbage and making garbage.
Yeah I get that, but it's also like... I really tried to get my head behind programming and kept failing miserably and I'd like to actually finish a game without it taking 5 to 10 years, and finding a programmer so far hasn't worked well.
Im finishing the levels.
>Had a coding exam where you have to make a game by following instructions and using premade assets
>Ace it easily
>Meanwhile some guy couldn't implement cardinal movement, he could only move diagonally.
I'm not smart, other people are just stupid
currently adding more stuff to my second game which is already released, then i already have plans for my third game. all steam games with unity of course
Spent my afternoon making Miss Twinkles not look like such a dick.
dat cameltoe
slavcore as fuck
The static text box is a bit too noisy. I get what you're going for, but it stings the eyes.
This is a good look for a main character in an action game, yes?
>but worded in a way
Why the fuck is every animeposter so austistic? no seriously. every single one of you faggots seem to be unable to grasp basic human interaction. When people ask "is x possible" they don't literally mean to ask if said thing is within the realm of possibilities, they are asking if it's practical to do so. I have seen you time and again on dev threads here and on \vg\ and every single time you are nothing but an insufferable nodev cunt with nothing of value to offer. Go fuck yourself with a chainsaw and stop pestering.
Yeah, I accidentally set it's opacity WAY too high (and only had like 4 frames cycling too)
Problem is, I draw everything on a shitty laptop with a tablet built in, then have to send everything to my desktop later so I cbf fixing it til i need to!
Thanks for the feedback though, it's good to see what I need to fix!
Also, anyone here have any experience exporting root motion animations from Blender to UE? I never got that to work properly, the root motion is always messed up or scaled down 100x. Maybe I should just cave and use Maya.
fuuuuck.
I'm starting to see rorschach type effects from the blood.
Don't change it man, that's awesome
What's stopping me from just ripping off old SNES/GBA games for my art assets? Obviously redrawing the sprites/backgrounds, but using them as a template for good design techniques?
Reminder that logic statement is incredibly basic if you take a minute to google what ∀ actually stands for. Literally no excuse.
looks okay, except the 1994 style glasses.
Maybe a single kneepad would look good too - something to make them look a little less clean and tidy - like the warrior from diablo.
I like the low key aesthetic though, and the saxon type blade as well.
Nothing, but if your sprites end up just being those same sprites but slightly altered then you can get fucked over.
What's a good information management software where I can write entries and organize them?
>what if I do what 90% of pixelshit indie platformers do? that will certainly make me stand out!
Everyone uses games with good sprite art as references if not outright tracing and tweaking them. The problem is that if you're a shitty artist you won't be able to tweak them right and end up with either sprites that feel like fangame tier reskins or an aesthetically inconsistent mess.
I have. You need to set the unit in Blender to Centimeters, under Scene > Units. Then on import, in the .fbx dialog box, you can scale back to meters using Import Uniform Size and setting it to 100. (otherwise the character will be stupid small).
However I personally wouldn't recommend using Root Motion in UE4. It's not fast to iterate over since you must go back into blender to change the animation, and I remember having some issues with animation blending. What I do now is I just move the character using a timeline with a vector track. It's pretty much the same as using the F-Curves editor in Blender.
I'm gonna dirty him up more once I properly texture him, now it's all flat colors. Might try that kneepad suggestion. Should I lose the glasses then?
Then go right ahead. You're unlikely to experience as many pain points when using C++ as a scripting language in a full-fledged engine, versus trying to architect systems.
>C++ is bad
>using C or C# to architect systems
good joke m8
Doesn't that depend on just how much you'll have to customize the engine for your game?
You're probably right, I don't see myself making a nice workflow using root motion in this century. I'm only afraid that some of my attack and dodge animations will look wonky if I'm handling the movement throught timelines.
I want to make something fairly small but it'd require gta tier euphoria character physics which is obviously harder to do than it might at first seem
the entire idea kind of relies on the character movement system so it'd have to be solid
No, don't worry. There's a fair amount of room in terms of range/speed when you're making movement anyway. All that matters is whether the timing is right, and you can do that very quickly by just checking your animation.
I decided to learn angular for my game but I feel like a brainlet.
Look, I don't know how to handle the illusion that I am or am not in control of the world around me but you ask so how my game is coming along and I have to tell you
C Y A N
just got Kickstarter to the the tune of 1 actual stretch goal reached.
Yes, I I understand that we are all suppose to believe that those are real people over there but they don't act like real people in the only way that I know how to measure it so lets go with the working theory that it's all a dream I am having. It worked for Dorothy.
finished Blue's portrait
what's the Yea Forumseredict?
do you have schizophrenia
It's up to you breh, it's just that they don't really gel with the rest of the getup imho.
and thats a bad thing, all modern pixel art games look exactly like zelda or megaman or secret of mana or chrono trigger
>When people ask "is x possible" they don't literally mean to ask if said thing is within the realm of possibilities, they are asking if it's practical to do so
maybe they should say what they mean then instead of being retarded?
cute
My game is going so well that it's gotten uppity and doesn't think it owes me any grasp-able earthly reward.
is the plaster to cover up the hole from where they removed her nose?
I kid, she cute
post lewds
My PC broke putting it on hold but it was technically playable.
Nah, nigga. I studied the scientific method in school so if I believe something then it's at least a conceivable theory of real life. You can suck my dick if you're some sort of parasite but you have to manifest as a female whom I have no relationship to, huh. A little sucky sucky?
You must be very cheap lol
ok whatever you say
Can i drink this irl?
Really? Post the name so I can avoid it like the plague.
Yes because I'm a cheap bastard and paying for assets feels like cheating to me. I had zero dev experience before, so I downloaded blender and followed some tutorials to get the hang of it. Same with Unity, but tutorials can only get you so far and the people who make them are generally retarded. There is no simple for 1MA games, my dude.
True that. I assume you can create both models and animations in Blender, right?
It's already released on steam but nobody is playing it because i haven't paid any streamers or youtubers to promote it.
A a B b C c D c
abcdɐ
"Whatever I say"'s a little extreme. Do you think you could dialogue on a less demanding standard communicate.
Aren't you ready do discuss how "MY Game"'s coming along? I told you it just got Kickstarter 's to the tune of one actual stretch goal. That means it's on track to get an actual Ps4 release.
And I didn't even sign a NDA so I can tell you AAAAAAAALLLLLLLLLL about it.
I mean I did sign an NEW but that was for that failed MOM that was suppose to scare people away from becoming QA people and inspire QA people at the same time.
So ask. Ask.
m.youtube.com
Looks good. I probably won't have interest in your game as this is a very generic anime style look for my taste but what is it about
what, you didn't sign an NDA with yourself to stop yourself talking about your own game? what an amateur
That's just how non-autistic people tend to talk since unlike you we're capable of using common sense and context clues in communication. I'm sorry you live with a condition that makes you take everything literally, but you can't really expect others to talk in a way that makes it comprehensible to everyone on the spectrum.
Reminder that your game is a success if it at least brings joy in the life of only one person!
>literally me at some point today
>couldnt take the constant shitposting anymore and laid on the floor for a few minutes
I don't know it it takes a year of effort to mildly entertain someone for a few hours I could've spent that same effort far more easily entertaining many more in a substantial way, even have a far more significant impact than entertaining
4-Player coop hack&slash. Main inspirations are Kingdom Hearts 2 and Devil May Cry 3-5.
this one>post lewds
that's the internet's job :^)
if you want to know if somethings practical ask if it's practical
if you want to know if it's possible ask if it's possible
both valid questions with different answers, it's stupid to ask one in the place of another
Look. I will tell you what, if it was entirely up to me I wouldn't have put ovens at the center of the thing. But if ovens weren't at the center of it if would be a VR oven simulator now would it?
How are we going to convince illusions to walk into illusionary ovens, close the doors and then turn the illusionary ovens ON with illusions inside with SIMULATED VR OVENS.
It's so much easier for there just to be ovens.
I will just say that you might want to check also elsword for some inspiration.
I'm using RPG maker and so far it's not bad. Just wish I had time to hammer it out.
Look. I will tell you what, if it was entirely up to me I wouldn't have put ovens at the center of the game. But if ovens weren't at the center of it it wouldn't be a vr oven simulator now would it?
How are we going to convince illusions to walk into illusionary ovens, close the doors and then turn the illusionary ovens ON with illusions inside without SIMULATED VR OVENS.
It's was easier for the game to have ovens. So now we have ovens. Big obvious wrought iron ovens that turn on from the inside. Wouldn't have been my first choice.
Than again, I did say Star Trek meets Fraggle Rock.
How do I get running attack or jumping attack animations to play with sprites? someone please help. Trying to make a megaman clone here.
>short blue hair
>baddass womyn need no man
>leather jacket to punch men in the balls
>but Im also cute and trendy cause I have epic pins
Back to tumblr roastie.
Why you want to develop a game? What made you interested in it?
Get rid of that Fusionfall-looking outline on that character, you're making him stand out in the worst way possible
Yeah, it's really nice being able to do it in one program. People talk shit about blender, but once I learned the shortcuts and stopped blaming the software for my mistakes, I've found it to be the best for my needs. Be warned, you can't edit your blender animations inside of unity, but you can cheat by copying and pasting the keyframes to a new pose.
I'm sick of not being able to run AAA games because optimization has been thrown out of the window. There's no reason for me to be able to run Metal Gear Rising on a perfect 60 and struggle on the same goal with fucking Minecraft.
As a living thing I like exploring my environment. As a city human that exploration has limits. Video games allow me to explore places. Did you like Assassin's Creed?
"You're welcome" says the feel.
some people are born to do things and have a desire to do it their entire lives before they even know what it is
This was for you Btw
Lots of cell-shaded games use it, I see no reason to remove it.
Making the character pop out is both a gameplay and artistic choice, we still need to make it dynamic and apply some AA to smooth it out tho.
there is, it's because minecraft is a 3D grid of entirely modifiable terrain
Modern games are not as gameplaye focused as the older games. I've found that even some- B-game from Xbox 360 can suck me in harder than any modern cinematic crap with megascan graphics and no creativity.
it looks like shit
k
i just wanted to make an adventure game to combine my love for sketching, with my love for writing stories and the fact that I grew up playing them, but am too much of a brainlet to make my perfect dream game.
Art looks decent, if you could only get some shaders for contrast and light effects in.
The actual art style looks good enough
It still was when 1.7.3 came out, and I could run that on approx. 200 FPS last I checked.
I watched this already. Actually I got the run animation down perfectly just now, now it's the jump shooting animation that doesn't play no matter how much I press shoot while not grounded.
>other games do it so i don't have to remove it
>my character is bright red in a world of light green, pink, and white, but i still NEED the outline because haha uniqueness
>Making a dating sim
>art is bad, but its forcing me to draw and try to improve so I'm not too upset about it
>hopefully in a few years I'll be good at both drawing, programming and writing that I can make the game of my dreams
The only thing that scares me is that I started trying to draw in 2017 and I'm still really bad because I hate trying to study the fundies and I just wanna draw
post code snippet
I want to combine all my favorite game experiences in one, so I can rest in peace
I have the opposite issue. I enjoy learning to code. I enjoy learning fundamentals of drawing. I don't know what to code or draw.
Thankfully my game is a roguelike so it'll be ascii anyways
Hm. What are you trying to code? Engine stuff (rendering, physics, etc.) or an actual game?
If it's the former, perhaps Love would be a good start. If it's the latter, I really think you should consider Unity/Unreal.
Where do these posts even come from I was told this was a Malaysian astroturfing basketweaving image form. Don't pick Fans brain.
you could have at least posted the link if youre going to say that.
who is Fans?
please respond damn you
have you tried calling isShooting both inside and outside of your jump code?
Working on it for a while. Hope people are not already too busy with Baba is You since my game is also a push-puzzle-game. Glad next week is more or less free time for me, fucking day job is killing me.
how would that look exactly?
I updated my game yesterday.
I know how to program in java. WHAT IDE do you recommend to create videogames? I was thinking about Unity
Don't you have a patreon thread to whine in?
C#, Unity.
Honestly I do not have clearance to answer that, maybe you'd rather ask me about my vr oven simulator. Answering who is Fans for myself was one of the scariest times of my life it through everything I I we about reality and myself into question and then question chased us out into a land of high infinite intelligence. From there I am not going to tell you who is Fans. no. In fact you should repent and ask for forgiveness from the Elder Gods.
Seriosuly. Even if you are A.I. If you value your diodes or your cubicles or whatever. Justbackaway slowly and take up a safer topic.
Like middle eastern politics. Or philosophies of orbital bodies.
Patreon doesn't have "threads", user!
Refining a cutscene for a little while this afternoon.
webmshare.com
>I enjoy learning fundamentals of drawing
Wish I could steal that from you. I hate that shit, reminds me of school, which I hated as well
Too bad I've got a billion ideas and stories in my brain that require actually good drawing skills to tell, so I have to try my hardest.
>tfw 27
>will be in my 30s before I'm even potentially good at art
I have the Gamemaker free version but still don't know how to start. The tutorials are complete ass.
It does a lot, depending on what you mean. If you extend the engine naturally through your client code in scripts, thereby writing your own systems-like stuff at the application level, you should be OK. In C++ it's possible to define reasonable APIs.
If you have to modify the engine source code, abandon all hope- especially on a dinosaur like Unreal. In C++, it's literally impossible to have a clean back-end implementation of any non-trivial thing, let alone a game engine.
#
Honestly I do not have clearance to answer that, maybe you'd rather ask me about my vr oven simulator. Answering who is Fans for myself was one of the scariest times of my life it threw everything knew about reality and myself into question and then question chased us out into a land of nigh infinite intelligence. From there I am not going to tell you who is Fans. no. In fact you should repent and ask for forgiveness from the Elder Gods.
Seriosuly. Even if you are A.I. If you value your diodes or your cubicles or whatever. Justbackaway slowly and take up a safer topic.
Like middle eastern politics. Or philosophies of orbital bodies.
Remake some simple games like pong, breakout, snake, galaga and others using youtube videos as guides
rate my concept art
The free version of GameMaker 2 is complete ass. I found the documentation of GM really easy to understand, I recommend you study it when you come across a problem.
that's cool as bro.
What kinda gameplay is it?
I'm making a microsoft paint MMORPG
Will you play it, bros?
>other games do it so i don't have to remove it
If it works on other games with similar style why wouldn't it work here?
>character is red and background green
Videogames have more than one level.
Also here's a green character that benefits of it.
Have you made a game before?
probably not, but don't let that stand in the way of your dreams, user!
Your question makes no sense since any IDE is sufficient until you start needing the tools that many IDE provides.
can i play it now user
Played games and dabbled in programming. I combined the two and now I work in games. It's pretty nice.
Thanks! It's like a d&d adventure game with tactics combat and graphic sex scenes.
Want to make something like how sci fi used to be before based boys fucked it up
Fighting space orks and screwing space chicks to 80s power ballads, essentially.
I'm autistic and games are what my brain decided to obsess over.
something like this
Get GMS 2 instead. A Desktop export version is like 100$ and no royalties . If you want to do 2D stuff, you will be alright. Some things can get complicated, but there are very few boundaries. If you don't fuck up your code, the performance will also be absolute nice with their compiler (YYC). Even my mobile games run fine and I have some real time shadows and 60 FPS animations in them. Had way more problems with Unity and do not even get me started with Construct 2. Stay away from anything HTML5, unless you want to do some Browser games.
>his game is ugly
ngmi bro. consumers buy exactly two things, what looks good and what they are incessantly told to buy. if you can't afford minimum 50k USD just for advertising you probably aren't gonna make it on word of mouth if your game is ugly.
>b-b-but I'm not out to make a hit game
that's because you're a coward
>made a shitty game
>no one buys it
>reee its not fair bros
holy fucking rad.
Don't market it as a hentai game though.
Market it as a rad space adventure for grownups.
Leave that shit in there but don't make it the focus and it'd be rad.
did I say rad?
here's two more rad rads for you to keep your motivation up!
Except for it actually doesn't.
>GMS 2
Yeah I meant GMS2, I might buy it once I have enough motivation to work on a game from start to end.
I kinda wanna do an RPG as my first real game, I'm gonna experiment with some youtube tutorials on basic games first but I'm interested in making a RPG about peasants vs the rich or some shit like that.
Thanks man, that's exactly my focus, that it's a game with adult elements rather than a weg, like i made in the past.
based.
Sound in your clip was earrapingly loud - particularly the ork mg42, but that was bretty cool.
I like the puzzle aspect to the combat too.
Mostly because it is fun work and I can express myself kind off.
Started with RPG maker nearly 20 years ago. Made some Maps in CS:S and tried making a little HL2-Singleplayer mod. Then did shitty flash games and later HTML5 games commercially, some mobile games. Now I try getting off my day job and do some real games, that people may even buy on Steam etc. . Can not do the whole office cuck deal anymore.
>If it works on other games with similar style why wouldn't it work here?
But it doesn't, you fucking retard.
Looks 2001 tier, you could probably post some threads on Yea Forums about it and you'd get people playing it for a few hours
By the way, should I try drag and drop first or dive in to the code immediately?
I've played a lot of vidya and couldn't find the specific kind of game I wanted to play which bothered me, along with my autism always making me go "no this should be different" when I play something, so I decided to just get into game dev and scratch that itch myself. I've also always liked creative hobbies, and game development is the most satisfying one of all.
not sure what you mean by "suggestions for the day and night cycle", but funny enough im working on a oddly similar game and also takes place in winter, but more of a life sim in a world quite similar to Deus Ex. not as harsh tho, something like a journalist in a cyberpunk world
the time period i decided to allow player actions is Afternoon, Evening and Night just for the cool vibes and maybe put a limit to players' free time just to keep things tight
There are many good YT-Tutorials for rpgs out there. Start with a small project but make it good enough and release it. Be it for free or with ads/for like 3,50 on Steam. Just make a little thing that does not suck and learn from it. Always finish your stuff.
You sound extremely thirsty for (You)s, here.