How's progress on your game going, Yea Forums?

How's progress on your game going, Yea Forums?

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boustrophedon.itch.io/nova-odessa
vocaroo.com/i/s0npTpuqcrG4
twitter.com/BlackGardendev
youtube.com/watch?v=RkNeZDRuqWs
udemy.com/unrealcourse/?ranMID=39197&ranEAID=Fh5UMknfYAU&ranSiteID=Fh5UMknfYAU-mNhYTGII1p.UYOkzF9al2A&LSNPUBID=Fh5UMknfYAU
youtu.be/HyeVDuqSZgE
twitter.com/NSFWRedditVideo

Which one?

I have a half-minute hero like game im writing from scratch in C to learn and I have a VR game on Unity that I plan to release on steam before the summer is out

Just finished learning cel shading, the 1st KM of a thousand miles is done

Practicing art skills, so no actual progress so far this month.

We'll be redoing all of our character animations and terrain hopefully within the next two months.

Either's fine

Fuck Unity 2D animation system.

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i'm almost ready to release the update to the dota mod I started working on, but the owner isn't replying to my request to help me to make vtex_c files that don't show up as bright pink ingame

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I broke everything and then let it stay broken for a month and now I don't remember how to unbroken it.

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i gave up and transformed one of my female character models into a fap model by remodeling the ass and remapping the arm's texture in it

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What map is it?

im currently undergoing the extreme hell involved in making a modding tool in game maker

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Pretty well actually, trying to get the hang of pixel art and animations mostly,, I'm lucky that I'm working with a friend who deals with the programming and implementation part of the game so I don't have to bother.

dota but it's artifact
I liked it so much I started making patches for it since they stopped, I asked the dev and he was like ok sure here's the source code

it's down to like 10 average players right now so I'd better hurry before nobody even notices updates

Working on it steadily but it always feels like there's more work.

And they didn't give you the source files for the images they used?
You should check out dotamodding community or whatever can probably help you decomplile the images if you don't head back.

I'm making the logo

no, I got the source files, but I'm not sure how to make vtex_c with the correct compilation format. If you open it with valve resource viewer you get that theirs have format = VTEX_FORMAT_PNG while I can only get mine with DXT5 or DXT1, depending on if I use the command line tool resourcecompiler or the materials editor. It's so bothersome.

I have tons of great ideas and I always write them in Google docs so I remember them but trying to actually make the game is so daunting. I've messed around in Unity and making basic objects is easy but I have no idea how to turn that into an actual game.

Usually the engine just compiles everything you include in the addon's folders into vtex_c etc when you load the map.
Try deleting the _c files and/or folders (back them up if you want) and compiling the map again.

Why would you ever do that with GM?

>really want to make a video game
>can never muster up the willpower to organize a small team with my friends and actually do it
How do you people do it?

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You have to be insane or have the willpower/discipline of a Buddhist monk. Making video games is a trap, it sound nice on paper, but once you realize the amount of work needed to produce something decent, you need to suffer countless months for your work.

In the words of the man behind one of the best animated movies ever made:
>“Filmmaking only brings suffering. I can’t believe I actually want to do another one.”

Unity Asset store's having a sale on tons of assets.

Thinking of grabbing one of the visual-coding extensions. Any thoughts on the "Play Maker" VS "Bolt" ?
I'm a total art / designer fag, who understands the basics of how code works, but despises the traditional type-type programming.

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yeah, I've read they're supposed to do that, but there seems to be some quirk, because they've got two kinds of vtex_c in game, one in materials/particles and those are in dxt5, while there is another kind in panorama/images/cards that has the png format, and I couldn't get that folder to autocompile the vtex if put in content. I know that's the source folder for the textures I want too, because if I put my wrongly compiled vtex_c there it shows up as pink, otherwise it doesn't show up at all. I'll ask the modding community soon.

Videogames don't take any more effort than any other pursuit, I hope you don't genuinely believe making a videogame takes much more effort than starting a company.

Stop this bullshit, you're just a depressed procrastinating faggot who wastes 7 our of the 8 hours of "work" time then pretends he's working hard and wonders why it takes so long.

I think there's a pretty large difference between making video games and making movies.

>countless months
Only months?

>i'm enjoying it but it hurts,have pity
sounds like a major faggot

>Construct 2
LOL

>unity
no

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>you're just a depressed procrastinating faggot who wastes 7 our of the 8 hours of "work" time then pretends he's working hard and wonders why it takes so long
Not him, but wow.
Actually having someone say it actually made me realize how much I was lying to myself, I really should get to work instead of complaining about my current life.

>GMS
>C2

I'm making a strategy/card game in Gamemaker, but I need some advise to create decent A.I, does anyone have any recommended tutorials/tips that could help with this?

reminder that thinking of big grand ideas is easy, also the outcome will be cringe inducing

but it's hard to come up with very simple and great shit

I kind of remember having the same issue and I think it was fixed by getting panorama to update the images in a dummy .ccs class.
Try including these in a style and loading all the images with something like

.whatever
{
background-image: url( "file://{images}/icon_star.png");
background-image: url("file://{images}/control_icons/x_close.png");
...
}

If that doesn't fix it you'll have to talk to someone who didn't give up on dota 2 maps years ago. Good luck user.

>he hasn't taken the Godotpill

I'm passively developing my game. Since I'm not being paid to make this game or have a real deadline, I'm no rush to make anything, I just daydream and maybe write some ideas down when I feel like it.

Fucking day job activities are always in the way, at least I could utilize the one free day last week, to finish the GUI and fix some bugs. So I guess I could be done this month. (I am saying that for 6 month now, being an adult is way too expensive these days, rent and the so called "free healthcare" annoys my wallet.)

this sounds complicated, but I'll keep it in mind if other methods fail me, thanks user

>waiting for godot 4

Yeah, making movies is easier

released a demo last week and started working on a new level
boustrophedon.itch.io/nova-odessa

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You need to calm down user, that's a pretty specific scenario. You aren't projecting, are you?

GMS (2) for 2D is extremely fucking nice though, unless one is a code-let.
C2 is absolute hell, unless for browser games maybe. JS bottlenecks on the fastest CPU too. That engine makes no sense for anything in the realm of "production quality" desu, and I used it for a lot of projects/prototypes.

Remember when this was the logo for Gamemaker?

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Is he looking up or crying?

>spent 5 days on the UE4 jam disregarding important homework
>thought the deadline was at 5PM
>it was at 5AM
I hate myself

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ive dislocated my shoulder so haven't worked on it for like 2 weeks but I'm getting better.

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This is the only one I remember, was it before or after?

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I literally have been making a project over the course of 3 years. Not because it’s particularly difficult but because I don’t really have time. The secret is firstly, you need a simple concept that can be expanded upon. From there map out what you want in the game. Then actually draft an at least tentative schedule or rather order of things to address. Lastly start making it and log your progress as well as glitches you find. As of right now I have a fairly tight game that’s close to finishing the base engine which will, from there, cascade into the full game really easily.

step 1. don't work with other people
it'll end with heart break, it always does

> how much I was lying to myself
That's usually what happens, the mind prefers to cope by telling itself it's not really its own fault.
Of course I am if your definition of projecting is me having experienced it and (at least trying) to learn from it, I'm often teetering on that edge too, been down there a few times, everyone has to some degree. You are, however, lying to yourself to cope if you believe that this is in any way specific or rare, this is extremely common with a tonne of people and especially people on a place like Yea Forums. The majority of people that complain about games being too hard, being unable to do it, and other similar issues are affected by it. Everything is too much when you turn a 8 hour work day into 1 hour of work and 7 of procrastination.

With few exceptions, every single limitation or obstacle is in your head, anyone saying otherwise is trying to find an excuse.

You're retarded if you think you're gonna gather a group of people and make a game out of nowhere. Start with a project on your own that you can finish in a month or so.

>think I could make a game
>have good ideas for what i want
>CAN code
>no assets
It's over. I am finished.

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I wanna start simple and make a 2D space shooter with the complexity of an Atari game. Realistically, how long should I spend learning that in Unity? Visuals really arent important for this one.

Why are you doing 2D on unity?

No time, use SDL or SFML for something that simple. You'll learn more than proprietary Unity shit too.

Please tell me how to make money with game dev skills
I dont want to go back to work
I cant do porn or story stuff

>make prototype
>apply for Epic MegaGrants
>get some money
>use money to keep developing
>either reach the point of Early Access, Kickstarter, or in a pinch apply for another grant and pray
>release game
>money

just finished a map rework of sorts.

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Become a NEET first

Because I'm a goddamn retard that is why.
Friend of mine sold me on Unity, left for a stable job, and was too late to change engine, two years later still working on the game, at least I'm almost done, and helped me solve some personal problems.

Working on some mini game areas.

plus tried to write a song for some cave areas
vocaroo.com/i/s0npTpuqcrG4

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that looks nice

okay, best engine for a 2D game?
I could make my own engine, but my OCD would get me stuck doing editors, parsers, etc.
I'm looking for performance, and freedom of code, I don't care about the spoon fed stuff

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Godot

I know how to code in java. I want to work with something in 3d. What dou you recommend?

I've spent the few days since i posted this webm trying to make Material Layers to work only to find they're not exposed to blueprints yet, so i can't change the material parameters at truntime, so there's no visual progress.

at least i'll be ready when the features rolls out properly.

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RPG Maker if you want to make any sort of RPG, but you're gonna have to put a lot of effort into it so it sticks out rather feeling super cookie-cutter. At that point, you should just use Game Maker, since there's nothing it really can't do besides 3D. Be prepared to watch and memorize a lot of tutorial videos though.

Couple of my friends who are trying to run a game company have been building one game for over 5 years and had to put it on hold due to lack of funding and a smaller game they're trying to build for a demo for funders has been development for 3 years now and it's still not even playable.

And I feel guilty as I was the one who recommended unity for them.

bump, can anyone help?

>update the year old validation layers
>no errors

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Terrible. To fucking lazy to work on it.

It's not Unity's fault they can't build a game and it's certainly not yours.

thanks, it wasn't on my radar, looks promising.
I own them both, but they're too restrictive for me.

Unity is not bad, overhaul, but, when you try to implement or use certain features, you have to wonder, who the fuck designed that and for what reason ?

it has came long way since last time i posted on Yea Forums progress thread. basically everything is new.

currently working on more puzzling features to the platforming. and designing some levels.
most recent being the kind of platform that you can slide on and do a walljump from and that can crush you.
also deformed space fruits, first i thought about making it so you must collect keys for doors to progress forward but that's just going to turn into a metroidvania and i want to stay on the meat boy style.

first "world" almost done. it got 10+ of these rooms which can vary in size.

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>team
there's your problem
I've been working in this area for over 5 years now, getting ready to release a game on the Switch this year and every single time someone came to me trying to pair up to do something together, they would give up mid project. Stop relying on other people and get shit done yourself, it's worth it.

Sounds like an organization problem/ lack of experience problem. Definitely not unity's fault.

Are you forced to use Unity or is there a native Switch SDK?

>can't even make characters move
why do I suck dick so hard bros...

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Had the same problem. "Artist" I knew personally, half-assed one asset and was tasked to do more, but left me hanging for weeks just to kill the project, because she thought she was entitles to money, before the game was even finished. Her little doodle was not even in the right proportions.. I even did some sketches for her, it was so easy.... I did it myself in the end and it looked better. It was just a little shitty mobile game that would have made like 100€(made about 300 in the end) but she thought she could get like 1k for hour of lazy work. Since then, I refuse to work with other people unless it is for a fixed rate.
Thanks to the internet, it is quite easy to get assets etc.

Position.X += speed

>How do you people do it?
People on Yea Forums mostly don't do it at all.

Friends aren't the people to form a team with. Your friendship will get in the way, and ultimately you're just choosing them to be a part of your team because they're your friends, not because they're the right people for the project.

Forming a team is hard work. First off, you need to be dependable, and someone that others will want to follow. You can't be a leader without good leadership skills and without likable traits. These skills and traits depend on what type of people will be best for your project, which depends on what the project is, but there's some commonalities regardless of these factors. For example, being articulate and well groomed. It doesn't matter who you're working with, no one wants to work with someone who can't communicate well or not look and smell horribly. Knowledge is another important one: the more knowledgeable you are, the easier you can impress others and also convince them that you have valuable insights (which, if you are truly knowledgeable, you WILL have). You also have to do the laborious work of finding the right people, forming a relationship with them, getting them on board with your project, getting them to want to work with the other people you've gathered, getting them all in a location or situation that lets them work together, and of course, making sure there is a clear incentive to all of this for them. Usually that means paying them, so now you have to obtain funding as well.

The easiest ways to pull this off are either to network through a place of employment, through college, or through a trade show / creative jam. You can also work on a solo project, and if it does well enough, that could give you leverage to get the funding for a bigger project, in which case you can post ads online and search engine developer forums to find the people you want to work for you.

How do I find a team while being a NEET ?

Joseph Staten from Bungie was practically a NEET working at his family's winery and taking shit random jobs to get by before he got offered a position there. He was educated, likable, and a very good writer though, and just happened to find people who were passionate about similar things. It's almost all luck but you have to put yourself out there too and you need to be in it to win it.

I think my mobo fried last night and now I can't get any sort of response out of it.

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Bolt is great and under constant development. It generates readable C# code so it might be a good solution to learn coding, and see how everything is tied together. Bolt 2 is also on the way, with huge performance boosts, UI overhaul etc. And all Bolt (current) users will get Bolt 2 for free as long as you bought the extension before the release of Bolt 2.

Can't speak too much about Playmaker as I do not have that much experience with it.

As for node-based shader development you have the official Unity Shader Graph which is still under development, and ShaderForge which is great and free right now!

Good luck user, have fun learning!

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That sucks ass. At least it's made though, so you can get some attention to it other places, if not in the jam.

Bump

It depends on the creative pursuit. Writing a book only requires you to know how to write, for example. The quality itself is always debatable. But a game, at least a one man army, needs a lot more skills in several different areas.

Just continuing work on the physics and combat system for the game, not entirely sure where it's going at the moment

Ignore the screenshake, it's a byproduct of an accident

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Money?

Gave up, atleast for now.
I realised that unless you're willing to just use store assets or steal from other people there's no way to create a good original game if you can't even draw a stickfigure.
Bought a drawing tablet and been trying to draw every day for the last 2 weeks and improving little by little.
>inb4 just hire an artfag
those niggas expensive

medieval brawler? next gen terranigma?
go on user

>medieval brawler
That's the plan, gonna beat up some evil villagers

Shorten the leap distance by 50% and speed it up by 50%.

This is a not so subtle cry for help. I cant get motivated.

Aww, too bad

>found out yesterday a good software to draw characters and assets in pixel form
>go download engines that I can use to make a 2D Metroidvania game
>all the free ones have horrible interface and are over complicated for no reason

What is the easiest to just get into it?
Pretty much all I need is to drag and drop my characters and assets in, with all their frame animations, and then put it all together to form the areas in the game.
At the moment I have GameMaker installed, Unity and Godot, but cant really tell which one of them is better for easier use.

If you can't get motivated don't force it. It will only lead to more frustration and potentially other mental problems. Been there.

Unity. Watch a 5 minute tutorial on Sprite sheets. There is no engine that just works like magic.

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Games looking good user! Looks fun and has a very cool premise! What engine are you working in? I look forward to seeing more!

>Sit down
>select an engine
>look at tutorials
>make something
>repeat for every engine
>research details about the engines
>select an engine
>just like make game

Thanks

These are the enemies and bosses of each stage of my shmup, still need to animated and finish them.

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This looks extremely comfy. The shadows and just sitting on grass next to barrels. Although fire. Really does make me wonder how they didn't start so many forest fires in fantasy times.

>Tfw friends sometimes talk about wanting to make game but they are dumb faggots and wouldn't actually put in the effort to do something

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So years ago I used Game Maker for a while.
It was literally like I said, there was a very visible place to just drop assets frames and add to the game.
But now they completely changed it with Game Maker 2 and the interface is horrible.

There is a full tutorial with 19 videos, each 5-25 minutes long on Unity Learn (search for "Space Shooter Tutorial"). So about ~3 hours in total is enough.

I like to imagine that I do, user.

What sort of protagonist do people look for?

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I want to make a 3d horror game but I feel like every interesting idea has already been taken.

What do you need the motivation for?

Make sure to add some shadows

wicked sense of humor

The most successful games tend to be ones with blank slate protagonists, ones that don't have much in the way of personality so that the player can more easily fill in their shoes. But that's just what's most popular; there are plenty of games with protagonists with strong personalities that people like. Just try not to make them whiny or annoying.

JC Denton

What were you thinking you might want to do? The horror genre desperately needs some creativity in it. As long as you aren't doing 'wander a spoopy house' it would be a welcome change. And even that cliche can be done in new and interesting ways.

Not gonna make it. Been working for almost two years and the game is mostly done, but a single networking bug that I can't figure out stopped me in my tracks about two months ago. Might just release without online at first and hope I can fix it, but online was a big feature the fans were excited about.

I think self-insert protag shit is kind of a meme or maybe even cop-out.

I have made the best fapping material for myself but i cannot product it into a game not because i can't, but because of shame

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Cute girls.

Working on kickstarter stuff mostly, which also means a demo. I'm just mulling over what to have in it, or what would really work best. My current idea is just a slice of content like Freelancer did, the first few systems, with a few quests and bosses to go along with it, but there's also the question of what would people forgive in it since it's a pre-alpha demo.

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A character that doesn't talk to say nothing mostly.
Might sound stupid, but nobody like to play a character that open their mouth every 10 seconds to talk about their feeling or obvious current situation.

user you should try to make your test messages at least a little bit like what you would want to have in the finished game instead of random garbage.
Especially if it is something you plan to show to others.

I was more testing out different colors there, not text. Text doesn't worry me.

Development came to a halt two months ago. I've been broke as fuck and unable to pay a skilled programmer to help me out.

But that is changing soon. This week I landed two high paying jobs! I'm excited as fuck to start making some extra money again so I can resume development.

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Give a pre-demo demo to people, and get their feedback.

a respectable protagonist

I reckon the barrels are usually fileld with liquids, so they're not prone to catching fire. Unlike my fantasy land.

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>40 years in development
>feet are still sliding on the ground when the camera just barely moves

Looks ok, text in the box on the right could be smaller depending on what kind of info you plan to put there.

Should i allow people to choose the gender of the main protagonist, or go with one and tease the SJW crowd with their bullshit?

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this looks dope

I'm french, does it gives me a pass to put casual nudity? Because I will regardless of the answer.

ya really gonna let politics dictate your decisions?

I started working on a shitty RPG project a few months ago and haven't picked it up in a while. Here are some screenshots. Does this look like something worth continuing, or should I just give up?

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Don't worry about it, just do what feels right.

French has it pretty easy with lewds and you shouldn't be ashamed of that

does it really matter

The cat enemy thing in the middle looks neat. Keep at it, I say.

Looking mighty cute, user.

That never stopped No Man's Sky.

Have you tried outsourcing the networking to another company? Or hiring someone to help you figure it out?

thanks guys.
i think I will.

Already had a live demo for that. Guess it's back to making tutorials then, since that was the only real complaint.

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So get motivated. There's really no way for someone else to motivate you, you have to do it yourself. Stop masturbating for a start, I mean why would your brain want to spend energy on productivity when it's getting all the sexual release it needs as it is?

It kind of does. I want a silent protagonist but i also want to let some choices in for your character. How about using the wrong pronoun when the character clearly looks like something else? Or let the players figure out which gender is the true one because everyone keep fucking it up and the MC just doesn't give a shit?

Or just keep going with one real gender and not giving a shit

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whatever

i got all the scripting done then realised i have to make all the art assets and im too shitty of a drawer for that so i quit

How to make money with gayme dev?

My dungeon crawler is going decently. Finishing up all the mechanics, then I can work on adding content.

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The only way you can really pull that off is if the MC is androgynous enough where the player can't figure it out either. Or the MC is an alien, and their species doesn't have sexual dimorphism.

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>Friend
I tried to do that. Instead it became a self-insert shitshow by my friend because that was the only thing that got him going

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friendly reminder that if you post pepe you are never going to make it.

Where can I learn to code in Pepe+? I have my degree in Wojak posting.

Looking good!

got the character status effect system created for editor. Now I just have to integrate it with the main project

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So is this going to be a paid dlc or what?

going good but I don't have anything new to show at the moment

twitter.com/BlackGardendev

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Are you sure? People that posted Pepes before has successed

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like?

I'm modeling a cel shaded butt for my playable character

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...I feel bad for her

I don't have those funds. Maybe once the game is released and gains a little more traction, I'll be able to hire people to take on some things, but I don't think it's going to gain much without the networking in place, so that's kind of the conundrum. I'm about to just completely retool the system (which also happens to be one of my main selling points) that's causing an issue, but I don't know if it's worth it at this point because I'd have to rework a ton of other things that it links into, and I'm not sure that I have the time or energy to do it. No one has spent money yet, so I might just dial back expectations, release at half the price I was planning, and see how that goes. But honestly I almost just want to drop the project completely and just have it as something I can play locally with my friends.

>freeze in pain
>poison is suffering
>fire is alright

>cel shaded
watch THIS three dimensional butt i made

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whats the odds on having someone check out your code to see what's going wrong

Cel shading looks really bad in 3D, should probably get the light to fade really quickly instead.

It's cus a wizard did it.

I was just testing the different parameters, and the model doesn't have a "screaming and flailing" animation.

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if done right, cel shaded 3D is the best shit ever.

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Is it even viable to put an indie game on xbox? I heard they were unbelievably hard to work with in the 360 days

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ew

based

I prefer large muscle butt over large fat butt.

thanks user!
i'm using gamemaker 1.4

This specific shader's just a stand-in for modeling, finl one will be a bit different although it'll still have a thresholded light response.

Learning basic GMS2 shit through youtube tutorials

The issue is that it makes the light too pixely if it makes sense, I know the effect is to mimick cartoon/comics but it just makes the textures look bad. Hence why I mentioned just making the light fade really quickly to solve the problem.

Sup. I'm a hentai artist and I wanna make a 2D hentai game, but I have no idea what to use and about the game itself. Guide my hands and I will make it for you!
Reply to this post with shit like what software I should use, the characters, plot, etc and I will take it to heart and try to get a demo going.
Will check back in like an hour.

it's going aight

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"2D hentai game" isn't very specific user. It could be anything from a visual novel to a fucking kingdom simulator, give us more to go off.

>Gnuisance
cute as fuck user, keep going.

I recommend rpgmaker unironically for that sort of thing. If you learn to program there's a whole lot you can do with it, despite its reputation as a low effort asset flip generator.
I guess it depends if you want it to be a game game or just an interactive experience with narrative choices etc. Renpy is probably better in the latter case.

I always like seeing your game user, you've posted before running around a building like a hospital or school? It looks comfy, anyway, I think the palette is lovely.

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This has a lot of potential keep working on it user

why are you making a game that will make me angry! >:)

This looks tight as fuck I love it, it's be really sweet to see him react to the angular sections, so both feet were on the ground or something, even just sunk in a little. Just a thought, looks neat though.

I'm down. looks dope.

Appreciate it, but not willing to do that.

that's just because antialiasing is turned off in blender's viewport by default.

someone you can empathise with and want to help. their goals are your goals, usually because they've been fucked over bad.
>max payne
>jackie estacado
>the prince (of persia)

thanks user, i'm already working on a new level

I wanna try to make a platformer where you're in a volcano and trying to get out and while there's no time limit lava will slowly rise and if you don't hurry some important routes, rooms, or platforms will flood. This is all per level by the way, not the whole fucking game will flood or any of that gay shit. There will also be things that can harm you like enemies, fireballs, spikes, etc. the only problem is that I don't know how to animate or code I just now how to draw and I'm broke as hell

making that kind of game would be pretty easy in gamemaker by just following platformer tutorials.

Based retard

>confident
>skilled
>personsble
Needs to be at least two or the player will see them as a loser, which might be the aim, like leisure suit Larry.

Still trying to work out the gameplay elements. Pretty much I wanted to do something like dying light combined with the legend of the Minotaur where one player is the Killer/ Minotaur and the others are the victims that have to go into the center of the maze then out. I was thinking letting the killer have a minimap that shows the whole maze and in the maze there are things like traps that will briefly show the location of the players in the minimap while for the players they go in blind maybe picking up things like map parts that shows a portion of the maze or strings that could help people backtrack but thinking about it this could also make the killer just follow the string so i'm still not sure about that. It will also have different mazes with different themes and different layouts from a classic maze to a alien like one with squiggles and shit even having sections where you may need to plataform or have certain items while they aren't really necessary routes it can like a shortcut or a way to get to an item. That's all I have so far

This reminds me of joeinky's stuff.

Dudes I mean 2D as anything BUT 3D.
Visual novel, rpg, castlevaniaish, whatever.
I can draw everything from characters to assets, I just needed ideas for the game itself.
Oh well

The fuck was this made with?

How do you deal with the challenge of creating assets?

I only has programming skills.

Just learnt about Polymorphism in OOP.
Starting to build the framework.
A Game Manger, governing health and stamina
A Player Controller base class with child player classes. Same for Enemy Controller.
Made 90% of the variables into get/set.
Setup methods to move, attack and block.
Need to make pixel sprites.

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Stealing this gameplay idea for my game.

okay i did it

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>looking to gain story experience via some of the great animes out there

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trying to make some simple art to get a good idea of what my characters will look like. This guy is good but I don't really like the pants, also is there too much red on his coat? I think it makes him look kind of like Dracula but it looks nice otherwise, also ignore the fact he has no face I was trying to focus on the outfit.

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At first I assumed the joke was he was saying he gave up on the game. Now I'm not sure if it's just naivety.

Making a Harvest Moon type of game, currently fixing pathing, peeps can't get out of their houses right now.

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Artstyle is fucking shit hire a actual artist user.

it's not the actual art, it's me trying to get an idea of how it will look before I commit to actually drawing something with effort.

Are you making something for the Commodore 64?
Just kidding, but I really don't like these "one pixel for an entire leg" kind of design.

Still learning C++ for Unreal. Might try starting learning C# so I can make a couple of cheap moneymaking games on Unity to fund real proyects among other things.

Anyone tried developing a fighting game?
How did that work out?

I bit the bullet, Yea Forums. Programming, making 3d models and playing games were always hobbies of mine. So I'm making a game now. It's supposed to play a bit like Nioh or Dark Souls but with more emphasis on abilities instead of weapon attacks.

>CODAN
Working on the abilities framework.

>LEARNAN
Rigging, to prepare the meshes for animation. Also skinning and mesh topology for deformation.

>MODELING
The skinny girl which will serve as the (or one of the?) player character.

>MAPPAN
Looking for a graphics style that I like, blocking out layouts and coming up with ideas for the maps.

>DESIGNAN
Gameplay and character abilities.

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>tfw only engine I ever learned to use is the rpg maker series

Is there any other engine for rpgs?
Preferably one that doesnt have the area limit that rpg maker has. I would like to make an really open world 2D rpg where you can just walk around without having to load other areas.

how will your game set itself apart from stardew valley

Fruitlessly.

For 2D the standard is GameMaker but I'm not sure how it handles seamless level streaming

looks comfy. Maybe change the font on the UI, something a bit bolder

More fantasy themed, I plan to expand on stuff more, like adding in alchemy, hunting, and other stuff of that nature. I'd like to have some quest through lines too, to give the characters and the world a bit of depth, I guess Stardew has some character depth though, I never payed the NPC stories too much attention.

Why is you performance still so incredibly terrible?
This isn't even okay for a console game.

Thanks, bolder how? Like different color scheme or something?

>tfw want to learn c# to get into gamedev but no time to do so cause exams
I tried once, a good few months ago. I’ll try again for real this time once the exams are done. I promise.

Should be able to do that in RPG Maker using a custom script/plugin, since the Pokemon Essentials shit does it.

Care to elaborate?

Whats the problem with Construct? Is it shitty?
I just went to check it out and played the Demonoire demo and it plays and looks like a real nice 2D Zelda.
Is there a better engine for games like that?

I'm too big of an unmotivated brainlet to follow my dreams.

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I have so much more fun writing a script than I do actually programming or creating assets

It's such a fucking curse to be an idea guy

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I'm making a Half-life 2 remake.
I went to my project to record for this thread, but a realized it was too dark, i have to work on the ilumination.

Maybe other day.

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Reminds me of an old platformer that was popular in the GM community. Some red cube man. Even spun as he jumped. Can't find it though.

Isn't this already happening
I think it was called Project Freeman or something similar

>HL2 remake
>Removes strafing
Why

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Post a page

Started one years ago, still ongoing. Biggest obstacle is you need a ton of assets if you're really going for the street-fighter-style moveset, a standard character will have around 60 states and as many animations for both visuals and collision volumes. A majority of the states are about getting hit rather than hitting, too, so they may seem a bit interesting to animate, less glamorous than attacks.

Comparatively, making the game logic itself isn't that hard since although it's a genre with many mechanical specifics, they're super well documented, you can look at scripts for several commercial fighting games online, mugen's a great reference implementation, etc. Only catch is you really want a fixed update rate so in unity and UE you'll have to do some work to get it.

Of course you could go 2d and use specialized engines like mugen or fighter maker, both very complete. There's no real 3d equivalent though.

Hard drive with current build shit the bed. Lost a couple days worth of work not on Network server. Sucks user.

I see.
Just started setting up the framework - health, stamina abilities, etc.
Was worried about assets as well. Shame. I suck at drawing.
Good to know there's help with AI and such.
I'm using Unity2D.

So I dont know shit about coding for games.
Any recommendations on a youtube channel that teaches it well? I just wanna learn it for stuff like minigames, crafting/cooking systems, scripted events, npc behaviour, etc...

well, regarding the AI it's something I haven't even touched yet, everything I said was from the POV of just getting no-AI modes like VS/training in. When I was talking about scripts I was talking about the character state machines, ie gameplay scripts. AI's a whole other thing that's not as well documented for commercial games, and it's a tricky subject (which is why fighting game AIs usually aren't that good outside of some academia research)

Why is there poo smeared on the floor?

so the first step to forming a team is not to smell bad?
thanks for the great advice

looks interesting..

>imagen the smellel
dios mio
uma delicia

>campfire

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That's an unlit model, which is the superior and only acceptable way to do low poly

Using SRPG studio. My current project maps look like something from Fire Emblem Thracia 776 and I want to emulate gameplay of that game.

>SRPG studio
Thats the first I hear about it.
Can you use to make Disgaea games?

I would think you could pull that stuff off with major scripting overhaul. same with like a tactics type game or maybe even an advanced wars type game. For English users it's still in it's infancy, compare to RPGMAKER, so much shit has been done with RPGMAKER. Again one day we will probably see Disgaea type shit, but for now it's strictly equal to Fire Emblem only games.

cpp I need to learn before getting into UE?

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What does one use to learn how to draw directly with a tablet?

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i lot of artists use ipad pros and apple pens

Looking nice. Reminds me of Graveyard keeper.

Youtube is honestly shit for actually learning it. Go to Udemy.

Sure, but any guides that focus on teaching a person how to draw but using the tools that one gets when drawing with a tablet on a software?

I waiting for more features to help out ECS in Unity.

im not sure what youre asking
how to draw? uh, take drawing from life classes IRL is a good start

how to draw with a tablet? there are youtube tutorials on how to operate software e.g. manga studio, paint tool sai, CSP, photoshop, etc. but the learning process will differ depending what you choose. e.g. display tablet, ipad, non display tablet, etc

Looks really cute, I'd make the background a few shades darker to make the fireballs stand out more.

theodore is a filthy demon

You mean a tablet or drawing tablet?
Because you can use even a touch phone to draw. Just look for the pen that lets you use on touch screen and you are set.
I myself used some drawing apps on my android phone before I actually bought myself a wacom drawing tablet.

Now if you mean how to draw then you just gotta start sketching stuff, and watch tutorials on youtube about specifics.

>how to draw? uh, take drawing from life classes IRL is a good start
That's just bs, I can learn just as much with a book, the problem is that any guide that uses the traditional medium will focus on the tools and troubles of the traditional medium, which as a quite different mindset from the digital one.

For one line precision is much harder on the digital medium, but the number of tools is much bigger, the unlimited zoom makes a fuckload of difference and non destructive corrections are a thing. All in all, like I said, I need a guide, book, whatever, that teaches how to draw, but using the digital medium as a base, not the traditional one. Tutorials... aren't that good, in fact they can actually addict your brain in a bad way, a guide will take a tool and teach you the different ways to use it, a tutorial will pick said tool and show you ONE way it can be used. That's why I avoid tutorials, yt guides can be good tho.
Yes drawing tablet.

>making autism game for years
>develop small loyal community
>every single fucking day I'm kept up at night knowing I'm either going to have to spoonfeed every single person that plays the game helicopter mom style or just accept 99.99% of the player base will only use 10% of the features

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How fucked am I if I can't draw very well but I want to model in 3D? I don't want to do anything massively detailed or realistic sculpts, if that helps.

or you could simply (have someone) make a video showing off how fun/useful those features are

drawing has nothing to do with modeling, just something that helps a little to come up with designs. Modelling is a purely technical skill unless you're a faggot making anime weeb shit, then its mostly artistic.

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If all you want is to create 3D models then you dont need to draw at all. Its not at all the same thing as drawing.
And from my own experience its piss easy too.
Back in college years ago I had a 3DSMax class and in only a couple months I learned to model shit like animals and stuff. But of course, not extremely detailed.
In fact I need to pick up 3D modeling again...

Ori was made in unity, as was Hollow Knight

Shut the fuck up

I've tried my best to make these videos myself in smashcut fast-as-physically-possible 2 minute long videos but nobody gives a fuck. Guess another option is to wait for someone to request a feature so I can smugly say "already implemented here's how" so I can blow their mind.

Having a blast working on a shitty space game. right now I'm trying to get my missiles to actually be able to hit something

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top tip: learn how PID works and implement it for control as soon as you can, provided a large part of the design isn't based around struggling to fly.

making short and concise videos that explain a feature might not be the best way to "sell" it to the player, though it does depend on what the features are
as long as the info isn't hidden away or hard to find ingame it should be good tho

Neat, thanks guys. What about texturing? Solid colour over a detailed model seems surprisingly easy as fuck, like painting a miniature. But painting a low-poly more abstract model (like Saturn/N64/PSX era) seems hard.

>as long as the info isn't hidden away or hard to find ingame it should be good tho
I had a literal giant button labeled "tutorials" with every feature at the time laid out in 30 second videos with very big and clear sub titles. Far as I know litterally nobody even watched them and just assumed the features didn't exist. Shit you not I even saw it on some guy's stream. Maybe everything should be a strobeing tooltip

>a large part of the design isn't based around struggling to fly
It is.
Still, I'll check it out, seems useful.

I can draw pixel art but I have a question.
For the frame animation do I have to use multiple .pngs of the action, or can I use a single .gif file containing the entire animation? The gif would be much easier and less messy.

>What about texturing?
pirate or buy substance designer for painting and learn how to use 3dsmax's automatic UV. Tryhards and neckbeards will tell you to UV manually and paint shit in photoshop. Ignore them, they are mentally handicapped. Easy way to emulate PSX textures (in unity) is to set the texture import like this, if memory serves. Make the draw distance relatively short, add fog and some blocky particle effects and you'll have a PSX lookalike in no time. I can give you more information if you want.

PID is very useful for enemy AI even if the player doesn't use it, as they will appear to behave less erratically than 1/0 triggering

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The lower poly model it is the less you have to actually paint. If you want to make N64/PSX models you are gonna have a much easier time.
Basically just look up models from games that are similar to what you have in mind and just simulate the style.

>multiple .pngs
should look like this if you're attempting to make a sprite sheet. Don't use gif unless you know exactly what you're doing. Please.

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>no responses
Another 8 years it is.

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nice and slow user whats the issue

Sweet, haven't gotten to making AI yet. Got a few ideas on how to approach it though.

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whats the engine? I could give a few hot tips if its unity.

Merely just mentioning that it took 8 years for me to get a software for my personal storytelling needs. Something with a wiki interface, timeline feature, picture attachment support and a map creation tool. Eight fucking years for something like that to be created. It seems I'll have to wait another 8 years for a guide on how to start drawing using the digital medium as a base.

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>max size 32

Why this figure? Weren't the textures for PS1 256x256 maximum?

It's Godot
no bulli

Name one game made with unity that isn't a trash indie titled.

>Pro-tip, you can.

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Name one AAA game made in unity that isn't shitty indie shovelware.

>Pro-tip: You can't.

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Yeah but I am no authority on this topic, I'm merely speaking from experiance from what I've seen other unity aesthetic devs do. My guess is that the maximum might be 256x256 but the majority was smaller. You'll have to experiment. The key is no filtering, that ruins everything.

Monolith I think
Risk of Rain 2
KSP
Hearthstone
???
profit

its okay user we all make mistakes

Paint tool SAI is the gold standard for "justwerk" and you can find free copies of it everywhere. It really depends on what you need it to do, because if its "everything" then its photoshop. If its "enough" then paint.net. You need to specify.

Also can you post that software you use for the storytelling? I need some myself.

ah sorry I'll fix my list

>Hearthstone
>Cities Skylines
>Cuphead
>Escape from Tarkov

>Monolith. Risk of Rain 2. KSP... Hearthstone.. Indie garbage.

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can't shitpost like that user, I responded with the new criteria

>its okay user we all make mistakes
...I think it's fun

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Its okay to have fun user! As long as you learn something.

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>It really depends on what you need it to do
I need guides user, guides. Not tutorials, just fucking guides. And since most of the softwares out there have the basic tools needed for drawing in the digital medium, the software isn't the main point of concern.

>guides
for what user? What exactly is it you need to make? I understand the frustration I was exactly where you are right now but I can't help unless you give me specifics. Also I still want that software you mentioned.

And Cuphead

This bad ass.
>confident
>funny
>buff as fuck
One of the greatest brotags I've ever played as. ZTD would've been slightly better if he was the singular protag again.

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>for what user?
>a guide on how to start drawing using the digital medium as a base.

>Also I still want that software you mentioned
If you are referring to the one related to storytelling, campfire. It's basically the best writing tool and serves as a database for info if you are creating any sort of rpg as well.

If you are saying that Monolith is made in Unity, it might be Game Maker

There's no real outrage over not getting to pick the gender of your main character. Everyone understands sometimes the MC is an actual character rather than a blank slate. Don't fall for the memes

>>a guide on how to start drawing using the digital medium as a base.
that's really broad. Mmmmaybe plague? I like the guy anyway.

youtube.com/watch?v=RkNeZDRuqWs

might be I think I was thinking of something else

Avoid:

>animals, insects, and other non-human things
>masked / faceless characters
>characters with Tumblr faces
>characters with bland color schemes

>insects
fuck you man insect main characters are great

>>animals, insects, and other non-human things
>>masked / faceless characters
why these?

Is this nigga serious?

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Protip: you will force your game to have niche appeal if you do these.

Most people want to play as characters they idolize. Most people don't idolize animals, insects, aliens, and faceless people.

/tg/ came up with a bug themed rpg setting and it was the tits. Arthropods have crazy levels of diversity that could be used for mechanics and lore.
>Most people don't idolize animals, insects, aliens, and faceless people.
then most people are absolute fagtrons and I wouldn't want them playing my game

I knew I recognized that guy, his anime videos are great. But yeah I'm not sure if his videos can help.

Here's the thing I KNOW the basics on how to advance my skills on the traditional medium, I learned the based in an actual course. But the digital medium is a whole different beast. To begin with unless you're a rich fuck in which case, fuck you, or fuck me and give me money, your tablet will be small. That means you'll be using your canvas zoomed in most of the time so you can actually work with some precision. That means, figuring out the relation of the lines you're working at the moment, in relation to the overall picture is WAY harder than anything you could do on the traditional medium. On top of all of that, the second you step into colors, you'll be facing a whole set difficulties which are almost unrelated to how art works in the traditional medium. Brush size, hardness, flow, and so on are more related to the tools on a 3D modelling software than painting in the traditional medium.


All in all, if one were to pick a book on "learning how to draw" that uses the traditional medium as a base, and tried to work the same techniques on the digital field, it just wouldn't work. You'd be wasting the best tools on the digital medium while cracking your skull at a wall, because sketching is different, figuring out perspective is different, drawing fine lines is different, anything related to color is different...

People fucking LOVE Hollow knight and the main character is literally masked AND an insect!

watch the first 10 mins on 2x speed

Bug Fables. People loved the characters. Nobody cares if a character is '"""heroic""" or other some garbage, just if they're interesting.

I was hired to work on an indie game but then a couple days before I signed the contract a AAA studio gave me an offer. Would have been fun, but oh well. Was definitely worth taking the AAA job.

Hollow Knight's main character is very far from being in the top 10 favorite main characters in video games of all time. Probably doesn't even make it in the top 100, even. Most that do won't be one of those things I mentioned. My suggestions aren't commandments, you know.

I went through it, pretty awful. If we were back in the days of the 360 indie games section, it'd be easy. They demand a bit more quality than I could provide.

wtf he mentions everything I mentioned

Hollow knight got funded and sold well enough, if that what you're concerned about.
Personally I'd rather make a game I like and have a niche of people like it a lot instead of compromising on shit to try and get everyone to acknowledge it.

And got the system for the demo tutorial in.
Though I guess it's closer to an in-game manual. Will need to rewrite the tutorials and take screenshots to support it, but it should augment the optional tutorial level well.

Also made some stuff for space dungeons like interiors and giant gyroscopes, but those aren't textured yet.

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It's harder to see I think

that said I need to beat monolith

fuck you dude, i was doing the same
Keep it up because i will never finish mine

Yeah, great video, any other recommendation?

>brawler that isn't yet another tired city
based

I'm making a zelda clone

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I feel like you could turn this into a Star Fox clone and get away with it.

I rushed this during the sunday, it was for a clicker game jam and the theme was "green" and i wanted to do a clicker full of green things but no green color at all, but i ran out of time.
It's nothing but hey, i'm finally doing something and uploading games

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I like spaceshippan gaems, keep up the good work.

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It came out several weeks ago and has made multiple millions.

Well if you like Freelancer, you'll be especially happy.

>Unity
>Game Maker
>Godot
Literally how do you choose which one to invest time into? They all look the same and are used to make the same types of games. I wish the most popular ones would just buy the rest so we wouldnt have so many options.

Slow, but chugging along!

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Cool

>all these engines we had for decades now
>nobody ever tried to make their own Silent Hill fangames

Why tho

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I've been out of these threads for a while, but at most a year ago there was an user making a horror game with PS1 graphics. I want to say it was influenced by Silent Hill, but I could be making that up. Either way, I think it was UE4, but he was using some neat shaders or post-processing that really sold the PS1 look.

same

There's a few of those, I think. The one I know is called (or was?) Paracusia, which has a demo. check it out!

Bump

Want to make a haunting ground like game, what setting do you think would be better, wake up on seemingly empty space ship or just do a mansion or something

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What's a good workflow for 3D that's appealing and time-effective? I can do full PBR characters but it takes so much time it's probably not good for 1MA.

Check out PuppetCombo's games

ahh... nothing like walking through your procedurally generated terrain

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UE's C++ isn't even hard C++. They tried to reduce all the C++ shit they could so you're using mostly macros to get what you need done.

In a roguelike similar to Binding of Isaac/Enter the Gungeon, what kind of fun item synergies would you like to see?

The problem is that if you aren't looking into using blueprints, you are forced into looking for c++ learning resources, regardless of how much or how little UE uses it. Unless there's a guide I missed.

Soon

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That doesn't looks cel-shaded.
I think the Shadows are painted on the texture and it's unlit.

Currently figuring out how to make a game where the main mechanic is performing itano circus evasions

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>tfw my two man project is dying because my partner is being a lazy shit because muh depression

What is it with coderfags being these lethargic shits that are always moody about everything? This is why artfags are master race.

If I have absolutely no background in programming and I wanna figure out how to copy the mechanics of a series I like for my own use, which program is best for that?

Unless you're willing to spend 2-3 years learning C++ on its own first, don't even bother trying to use UE. It's not made for beginners, despite what Blueprints-fags might tell you.

Haunting Ground is awesome so nice choice. A space ship would be a fresh take on the idea.

Post your art then.

I like this. You and I even have the same type of crosshair. :)

So you have the option of using Unity and producing a shitty unoptimized piece of shit game or spending 2~3 years and actually producing something decent in the end. Oh gee I wonder which one I'll pick.

I scrapped it and started playing Mordhau. No one wants another management porn game, despite this one being a little bit different. Human trafficking was the main economic driver, you could kidnap people and force them into sex slavery, eventually moving up to high class clients who you sold unbroken girls to for lots of money. After a bunch of grinding, you'd start to take over the government of whatever third world shithole you chose at character creation.

where do I hire professional shills?

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I've come to accept I'll never be able to make the game i want to do.

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Your game is going to be shitty and unoptimized regardless. The 2 years of experience will help you not spend 3 hours on a compile error and then segfault every 2 seconds.

what kind of person are you

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>want to make game
>cant do art to save my life

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I want to make a kiddy diddler game but i always stop myself before making art

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just label it "minimalist" and trick the goyim

I like management games, sue me.

But thats stupid
The game doesnt even have to look that good but i literally have no art skill at all and relying on others is just setting up for disaster

What makes something "low poly"?

It might end up not unoptimized if the engine itself isn't a half baked garbage mess of unfinished tools strapped together with duct tape.

Still gay though. Like who the fuck wants to be a bug? Who are you, Kafka? lol

Literally the worst advice I've ever seen in one of these threads. Unreal is undoubtedly the easiest engine to learn for someone with little to no programming experience. Yes, you need a basic understanding of logical programming concepts, algebra, and geometry, but that's it. And the first one has plenty of quick youtube or google resources, the others should have been learned in school.

The interfaces and capabilities can be learned through official documentation, forum posts, and youtube. As for creating assets, it's no different from any other engine. You have to be familiar with the applicable third party software. To reiterate, what a stupid godamn post.

Finished and released first game a couple of months ago. Went well. Starting the design doc of my second.

Side scrolling point and click adventure game. Wacky cartoon animal Rocko's Modern Life vibe. Misanthropic surreal Lovecraftian horror comedy. I feel like horror fans won't like the aesthetic and cartoon fans won't like the horror, but fuck 'em.

Pretty much. Modeling and animation are annoying as fuck.

A mesh which has relatively low polygons, usually purposely.

>would rather take 2 jobs than learn to code yourself
wow

I will make progress. You will make progress. WHY ARE YOU BROWSING Yea Forums user? DON'T YOU HAVE A GAME TO MAKE? WE SHOULD ALL WORK TOGETHER AND BRING SOMETHING ON THE TABLE. LET'S DO MONEY

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But when does it start to not become low poly? Is there a limit?

Not him but
>Learning how to code pays the bills while you're learning how to code

Not really modeling when i wanna make a 2D game
Cant draw though

>X but it's sci-fi
gets really worn out

>everyone in these threads has abominable taste and aims to release horrid 1ma trash every quarter they can to make money
"Indie" game development was a mistake.

learning c++ well enough to use UE4 shouldn't take longer than a month of dedicated work

>dedicated work

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Just hire Phil Foglio, user.

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Does it move?

I dont like the cross on his chest

if you want to just dick around and try a few simple things, sure. if you want to make a game, not a chance

Why do you think it takes longer than that?

Cause he thinks game making is this ethereal undertaking

Material layers are being shelved, don't expect anything new coming to them at all... If you need them exposed to bp you'll need to do it yourself
Sorry

Sounds garbage. Every management game pitch ever is like this.
>it starts off with you doing x
>eventually you start to more and more do x1 (no indication by this point of the gameplay loop or how it gets harder, just the same as the first idea)
>until you start x2 (always massively overcomplicated with literally no elaboration on how you'll do it)
Unless it's a linear game where all of this shit just happens as a result of completing the previous level, this is shit tier design that will never work.
Look, I'll do it too.
>you start off as a nightclub bouncer
>eventually you do jobs for the mafia
>by the end you're going on secret missions for the pope

This is a shitty story outline, not a game.

idea guys are the true chads of game dev

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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.

Did you get those the wrong way around? I've never met a single artist who doesn't lean on 'muh depression' from time to time.

The story is irrelevant, it's a porn game. You fap to the stolen art while watching numbers go up and little events pop up that alter the numbers in meaningless ways.

What's your favorite language to write a script in?

Then make something gonzo. Nobody is going to sit through absolute shit tier game design to see the same kind of assets over and ever again. At least one area of your game needs to be good, porn games are really not free money.

learning C++ for a proper level of productivity and good programming practices takes like a year dude
and you still don't even know the entire language at that point

They're also non-existent in indie game dev

>free money
The fuck are you on about, nigger? I was just having fun with it, I ain't a goddamn "indie dev" faggot.

every time fucking lmao

I like that everyone who actually thinks this gets real snotty about people using engines, starts creating their own and gives up and never makes anything.

Ultimately the engine you use doesn't matter, so long as it isn't cryengine.

>he isn't using his own engine
yikes

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i like that everyone who actually defends engines actively tells people not to learn to program because it's not enough that they're dumb, everyone else should be dumb too

Like you should use an engine, fuck knows you should use an engine, but you people insist that you can get by without even writing a single shader, and that blueprints, prefabs, and whatever else there is is enough.

Blueprints aren't enough. You can't do anything real with them, and what you can do is going to perform like ass. Shaders aren't enginedevwork. You need to write them, your game is going to look the same as every single game using that engine's default shaders if you don't. People will just dismiss it immediately.

If you don't understand how to program, you're a fucking idiot and shouldn't make games. If you don't find programming fun, you shouldn't be making games either.

I've only watched streams of their games, but it looks they can never fully commit to a serious game and always ruin the atmosphere with memes or retarded jumpscares

Literally nobody is saying don't learn to code.

You ever actually finish making a game? Especially as a one man army?

Does anyone know how to code?! I'll provide all the art, just someone code something

He's making his own game dude, not an enterprise application for a customer

I still think you can learn what you need in a month with dedicated work
Definitely beats taking on 2 jobs to pay someone to do it

>Literally nobody is saying don't learn to code.
that's funny, I seem to remember people saying that all the time in these threads

printf("u r gay");

there

sure, what's your fax code?

>your game is going to look the same as every single game using that engine's default shaders if you don't. People will just dismiss it immediately.

By this statement alone I've surmised that you've never actually used any modern engine/ dev kit which has blueprint style node based shader building integrated.

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>If you don't understand how to program, you're a fucking idiot and shouldn't make games.
Not him but this sentence really underlines the problem with these threads and indie game dev in general. Programmers and artists shouldn't be fighting, they should be working together. They both make shit games when by themselves. It's video games, not just video and not just games.

You interpret "don't be hostile to engines" as "don't learn to program". Of course you're gonna think that.

No, I mean, make whatever game you're making, just let me make the art for it.

Do I really need to go to the archives and drag out all the idiots saying "you don't need to learn to program, blueprints are fine"?
I have seen so many variants of that sentence, typically at least once a thread.

Go for it.

i really don't wanna do that
i was hoping you'd fall for my bluff
you're wrong but i'm too lazy to prove that

writing shaders doesn't even have anything to do with coding, you build shaders the same way you build blueprints, by using graphs, unless you mean writing your own renderer to interpreter your own shaders which is a monumental task on it's own.

Also suggesting to use an engine and writing code isn't mutually exclusive, there are things done in blueprints that work much easier than coding. But you'll probably still have to do quite a bit of coding.

Using a game engine just makes way more sense because it sets up a ton of things that aren't directly related to making the game you want to make. If you use something like Unreal you get a ton of things for free which means you can do actual work on your game, where as if you start from scratch you'll probably spend a few months just writing infrastructure to build your game on, unless it's a trivial game.

>you build shaders the same way you build blueprints, by using graphs
I was under the impression most engines had a interpreter that compiled an intermediate generic shading language down to hlsl or glsl/spir-v bytecode.
Did not know they had drag and drop for that, I'm only really familiar with the architecture of OGRE and Godot.
>Using a game engine just makes way more sense because it sets up a ton of things that aren't directly related to making the game you want to make
that's exactly why i said
>fuck knows use an engine
tooling is a massive pain in the ass, more of a pain in the ass than the engine itself

>guy spending his free time making a human trafficking simulator gets his feelings hurt
Priceless

>ok so maybe you didn't say it but somebody like you said it at another time when you weren't here
This is where you kill your argument

Seriously though. If anyone needs a 2D artist hit me up. Reply to this post. I am not super good but I want to get better.

I've made some maps with the build engine (mainly mapster32 for Duke, obviously), and just out of curiosity could I make some changes to Ken's base Build Engine he shares on his site and make a game from there with my own assets and be legally able to sell it?

I'm a bit of a retard so I never understood the whole wording of the license

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You're using Unreal, aren't this?

doesn't unity allow flash import?

wish I were dead

No

Probably waaaay too late to answer this but eh, what the hell.

I was thinking about doing something inspired by the N64 Zeldas in style and similar to the way MM handles the time mechanic.

I thought it would be cool to have the protagonist be some kind of demon disguised as a human living among the characters. So the player would have some kind of demon powers. As such the player has access to certain things that the normal characters do not, including the ability to enter a demonic alternate universe where the terrain looks the same but slightly different

That's as far as I've thought up at least. I'm open to scrapping that though.

Which pixel art editor do you use?
Any good?

> Have literal 0 programming knowhow
> "Hey bro Unreal Blueprint is perfect for you"
> Installed UE4, opens up BP
> Look up tutorials
> EVERY SINGLE """beginner""" BP tutorial uses progamming terms like you're supposed to know already
> Loses will to continue

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For what reason? Weren't Epic using them themselves?
Shit sucks, they're really kinda great if you could enable and disable stuff at runtime.

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im really good with unity(intermediate), but theoretically if i were to make my own engine to avoid licencing how long could that take given i know how to code
is it all just combining other open source codes basically? like here a animation code and here a graphics engine tutorial and piece them together?
as of right im just working on art assets

Yeah, guys. This is so much simpler than actual programming.

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blue printing is was a mistake honestly looks like it makes it harder in the long run when you start actually coding.

wow is almost like... you need to know the most basic shit to do more complex things!!
open a coding book nerd because blueprints are shit and will not save your sorry ass

I guess I'll start with vs/training then.
Now just dreading the amount of assets.
Thinking of commissioning but I'm feeling bashful.
Or try to learn pixel art for as long as possible

dont forget the long ass time it takes to drag and drop those nodes especially with a slow computer

Is this yours?
Can I use it?

Can you recommend me good youtube tutorials about how to make Godot 2d game?

oof maybe that's unreal engine i was thinking of then.

>Tryhards and neckbeards will tell you to UV manually
This is why modern "indie" devs don't know shit about modelling and optimization? Because they follow advice like this?

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Now write this in code

Bitch, I don't know even know what any of that shit is supposed to do

not sure if your still around dont give up and dont call your work shit
you built it from the heart and that gave it value

yep

nope retards will just smear a bunch of UE4 post processing over top of any random garbage with spaghetti code ripped straight from a youtube tutorial

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What a time to be alive

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I'm just happy the two or three guys who'd be tripped up and stonewalled by UV unwrapping can make their games

It's a mistake if you think it's useful to make your epic complex mechanics. Start off with code first and use BPs for more routine stuff like making buttons open doors or setting models and what not.

Is something wrong with UV unwrapping manually? I didn't even know you could do it automatically.

What are you using for the ability system in your game?

>two guys
It's just two guys talking about it, many more are just pushing their half-assed crap out and don't even think twice about it.

It's wrong to do it completely automatically. unfortunately some people think you can either unwrap completely manually or completely automatically and don't know about things like 3D-coat with their streamlined UV tools.

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Can anyone vouch for this course? Planning to learn from scratch
udemy.com/unrealcourse/?ranMID=39197&ranEAID=Fh5UMknfYAU&ranSiteID=Fh5UMknfYAU-mNhYTGII1p.UYOkzF9al2A&LSNPUBID=Fh5UMknfYAU

I'm not using an ability system per-se, but rather have animation based abilities, where anim montages contain the logic and the player character just polays selected montages when prompted.

But i plan on spending the rest of the week to look into gameplay abilities system that Epic been using, hope they won't scrap that too.

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yeah there is, you will spend 30 minutes doing something that takes 30 seconds
just auto map and then fix it after

I remember you.

Nice. I thought you were using their prebuilt one already because they have that kind of functionality built in I think. All I know about the gameplay ability system is that it's cryptic as fuck on how it works but apparently it's very flexible and preset for multiplayer like the character class. The most I got going for it was registering attributes.

I've looked into it with their ActionRPG example, but lack of any other documentation deterred me from delving into it.
I've just noticed you can activate gameplay abilities plugins now, so i might switch to it, since it seems to streamline the player and AI abilities, down to improving how you set up your BTs.

Imagine if those Fortnite monies could hire even a single person who just writes documentation all day, huh.

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wow you have enlightened me user

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Assuming that one guy who posted on a thread like this before was actually part of the FN team, they won't because almost everyone is being forced to do work FN related shit only. But you aren't wrong about the system. They have some common interactions ready for you like how they have damage. Want stacks? Just tag the ability and tell it what to do with them. Want (de)buffs? Tell it the attributes and the values for whatever. I honestly wish I could force myself to sit down and just fiddle with it. I could make that miniParagon project I've been thinking of.

>KSP
Yeah no that game, while successful, is a perfect example of the engine holding the game back.

keep the screenshake lmao

What the fuck is even this thread?

Absolutely no one can make a video game on yourself. You either work for a indie company or a large company or you are not making a game. Period

Jesus christ, fucking 400 replies of pure larping?

>Choose your gender
>Male
>Female (male)

user I can think of at least 5 popular games that were made by literally 1 person.
cave story
stardew valley
undertale
axiom verge
baba is you

>Absolutely no one can make a video game by yourself.

Ohohoho, how wrong you are.

Lisa too

Nice, 5 people in a planet with 7 billion people. I like your odds, boomer

It actually is because I can fuck around with the nodes and learn from basically no background at all through trial and error.

I wanna make a 2D side scrolling cyberpunk rpg "for adults" but I literally dont know what to use to make it so I cant start.

>that one triggered faggot who read the thread and felt useless so he had to make a post to cope

Progress!
Don't @me with your obra dinn comments

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well I can't really code since I'm thick as pigshit
and I can't model anything nor do animated sprites
but I could do some passable pixelshit (let's say better than undertale-tier, but worse than gungeon tier)
and I could make some catchy music, probably the only thing I'm somewhat good at

I have plenty time on my hands; any ideas on what kind of game a fag like me could make?

I've had this idea in mind of a sort of mashup between an RPG and rhythm game, but I get the feeling making it work would be too difficult even if I actually knew what I was doing.

I didnt read the thread at all. Saw a retaded power fantasty larping thread and just came here to laugh at you

@461499162
Hey, that looks like Return to Obra Dinn!

Very well! I released a few weeks ago and have made a killing so far. Probably gonna do some dlc/update packs and work on the sequel. Or just neet it up for 10 or so years.

Like I would've never come up with this clusterfuck if I had to program it.

The whole problem is that everything is built as classes on top of classes on top of classes and you have no way of knowing the functions defined or called in each class and the variables that are inputs and outputs. Basically if you're not writing everything from scratch then you need a textbook of everything that has been defined already. The node system neatly does this by giving you a list of defined functions and the inputs and outputs and what forms the values have to be in.

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O hai

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well it doesnt sound like your features are very accessible.
If no one is using them, you need to look into ways to make the player interact with them

Inching so close to a new version but fighting against work and age more than ever.
youtu.be/HyeVDuqSZgE

beta soon

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>Like I would've never come up with this clusterfuck if I had to program it.
You're right. If you programmed it normally it wouldn't be nearly as much of a clusterfuck.
Just kidding. Programming is more about algorithms than syntax. Your notes prove you understand the algorithm but have difficulty with syntax. I'd recommend slowly learning it over time, mostly by looking at Unreal documentation.

user, you need to work on that look. It looks like Obra Dinn yes, but way uglier. It's a good idea, but right now it seems more of an obstacle to enjoyment than anything else.

That's because right now nothing has textures, with textures it will look alot better.

Works great on the deck, hopefully everything else can have that level of detail

Yesterday was working on NPCs edit mode in my editor, basically npcs are made of modular parts like body, head, cloths etc and you can combine parts together. For example I made a creature with bat body and skeleton head and it looks pretty cool. Not sure how much I'll use this feature eventually but maybe players will enjoy it (game will ship with editor)

On mobile rn so can't post screenshots, maybe later when I get on PC.

Tbh, it's hard not to compare. What is it about?

>age
How old are you that age hinders your devving?

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The game is about a small village on an remote Island which is dependant on supplies from land. One day the supplies stop coming and it becomes your mission to go out and fish so you can feed the village. The twist is that the further you travel from the island the more crazier and deadly things will get but you will get more fish. So kind risk and reward system.

>Not using cout>>"ur gay"

>How do you people do it?
i live in canada. the job market is dead, and making games has a high percentage of turning you into an overnight millionaire, if you put out something moderately good. i'm chasing the golden ticket to become an american. i'm motivated by the crushing realty that i live in a collapsing country.

It costs 10 euros on sale man. And 19,99 if you get It with another course

I've been trying to make a game for years but never bothered actually putting the time into finish a single project, it's been the case for at least 5 years and being a NEET makes it hard to do things for more than 10 minutes.

I'm trying to make a scrolling SHMUP like Galaxy Force 2 except using sprite-based 3d, right now I'm doing something I should of done 5 years ago and actually brush up on the fundamentals and switching from SFML to SDL.
vultureposs?

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Male
One who shuts the fuck up and doesn't (or rarely) talk(s) but is dependable & badass when he needs to be.

Female
One who has a good sense of humour & personality. Is a cool person who you'd want to hang out with. basically write her like a male and not a female.
Silent female protag is also good but too many female characters already have shit personalities so making a really standout gril will go a longer way.

My motivation came from a single idea to implement some graphic effect and see what's gonna happen if I build a level around it. It was fun, finding ways to solve random mathematical problems was great and in the end it turned out pretty well. You need to focus on small things and accomplish them to get you a boost of confidence

I dont think a ship like that would spin at that point
the centre of mass would be closer to the middle of the bulky section

apart from that, nice job, reminds me of stuff I made decades ago

CAN SOMEONE TELL ME HOW YOU MAKE A PATROLLING AI IN GODOT? I HAVE GOOGLED THIS AND IM TOO BRAINLET TO UNDERSTAND ANY OF THE TUTORIAL

Write a state machine for your AI and give it a list of check points or whatever.

max supported size is 256x256, but the most common used dimension was 128x128 since you didn't have all that much vram. That 32x32 thing is bullshit though.

SORRY I DIDN'T MAKE IT CLEAR BUT I WANT THE AI TO MOVE RANDOMLY ON A MAP AND RUN TO SOMETHING THAT APPEARS IN THE SCENE

moving randomly isn't patrolling though

Yea I worded my intention wrong

LOUD NOICES

JUST

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Pick a random point and walk to it.

I''ll buy it for a dollar :)

I'll buy it for 10, but I'll refund it if it isn't good.

I just cut a sweet trailer, I hope to get to show it off today

Damn, all of that money you spent on the internet service to pirate those assets

Thoughts ?

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Asset flip/10

Actually all of the assets here are made from scratch.

>think that pixel is the ez mode for art assests
>to make high quality sprites takes as much skill as trad drawing and take fucking forever to do one sprite, sprites in my game would be fairly large as well
>most productive part of my week was reading about traditional animation techniques
>still can't code, demotivated by personal issues, refuse to stop being lazy

its going pretty good

Imagine putting all that work only for it to end up as generic Unity store asset.

Is it a game?

It is

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The lighting is shitty, it needs shadows because right now it looks almost like fullbright is on

is that the "I'm too lazy to make a walk cycle, so all of my characters are floating" game?

>makes 50 million dollars from his dream game

Nothing personal, anons

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No ?

Are you going to stop being a faggot?

Thaaat's a hard negative.