How's ur game coming along

How's ur game coming along

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Other urls found in this thread:

jackdandy.itch.io/broomer
twitter.com/SFWRedditVideos

Why does UE4's code annoy the fuck out of me?

Takes time.

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What did you achieve after 22k in gamemaker?

Listen if any of you work at EA tell me why your Boss ignored my Skate Or Die Battle Royale game where you compete against other skaters for points and can knock each other down. People want a Skate 4 so just have an offline SP skating game with the BR. It was a genius idea and EA are holding the Skate Or Die IP hostage by not making a new one

How do I learn Game Maker faster?
I'm watching every tutorial on youtube under the sun but it's still not enough. I have to stop and think about the logic behind some of the steps to get it. And doing specific tasks don't give me mastery over coding.

Waiting for someone to finish that script my game needs. It should be any month now.

I already did my first house model and character model, so I'd say I'm about 0,5% of the work

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I keep coming up with new ideas that i start to work on, then after a week I suddenly lose all interest and cant even force myself to continue working. I have a ton of different unfinished games that I will probably never go back to. At least they have some reusable code I can use in the future.

I've been busy for the last couple of months so I haven't had time to properly learn programming.

waiting for wc3 reforged and then I'll try my hand at custom mapping

A game where you play as a spaceship and shoot ghosts.

Cause who the fuck uses C# elsewhere? Hell of a meme language.

reminder to not ever fall for the "Just become an indie developer bro" meme, Don't quit ur Job for this

If you don't believe me, take a look at steam' new tab to see how many ok Looking games get buried under a pile of shovelware and only get like 10-20 buys

Working on an open-world ARPG with the same relative pacing as Final Fantasy 1.

Put about 1100 hours in so far and I still have barely scratched the surface.

Roadmap so far:

Models
>First town is modeled and finished
>Castle in first town is about 60% done
>Sewers under castle (First dungeon) complete
>Interiors for 85% of the buildings in first town done
>Male and Female PC models complete
>8 NPCs complete.
>11 mobs in finalization process.
>First boss mob complete, second in progress
>8 weapon types with anywhere from 4 to 7 skins per type modeled and ready (some need minor tweaks)
>32 clothing sets finished (1 for each of the sixteen classes, male and female versions)
>an unrealistic amount of foliage.. something to the tune of 22 types of tree, 11 types of bushes/brush, 3 grass textures, a wide assortment of flowers/weeds, etc
>A few small cottages/abodes outside the first town
>A large 6 story tall mages tower complete with interior decor
>Most sources of ambient lighting (torches, lanterns, magic flames, Light Spell)
>34 items modeled and implemented. tons to go

(1/2)

Animations:
>Basic attack anim for all 16 classes
>4 fighter skill anims
>2 Dragoon skill anims
>6 Rogue skill anims
>9 Bl Mage skill anims
>7 wh Mage skill anims
>2 gunslinger skill anims
>1 eldritch knight skill anim
>2 paladin skill anims
>Run and Jump finalized. Swim proving to be incredibly difficult.
>Tried working on fly. Gave up after 3 hours. Contemplating removing the ability entirely. Flying humans look dumb as shit. Either weirdly static, superman pose, or flapping their arms, none of which are acceptable to me
>a handful of environmental animations (wind blowing trees/grass, Fire 2 spell ignites grass around its target location (Can't figure out how to turn it off for stone/water locations specifically. Looks dumb as shit when theres an animated fire texture sitting on top of a pool of water)
>Some NPC facial animations. This is going to be one of the biggest obstacles.
>Basic attack anims for each of the 11 existing mobs (no skill anims yet.)
>first boss basic attack anim
>first boss 4 skill anims
>pillar destruction anim for first boss room in sewers (still having trouble with collision hitboxes on anything other than basic attacks for environments. Can get it to work, just looks corny.)

Open world:
>Lots of foliage placed
>first town
>Coast near town
>handful of spread out cottages/mages tower
....that's about it for that
(2/3*)

Programming/UI:
>Inventory screen functioning as intended. Finally
>Status screen/Change class screen finished
>ability screen finished, both combat and world abilities equippable and semi-working
>Health/Mana/Stamina bars finished (might adjust later.. just flat colors. would like some depth to them)
>Notoriety meter almost done
>Config screen kind of working. some options keep crashing the launch instance
>Combat formulas implemented and mostly working. Some bugs in calculations causing certain attack/spell/status combinations to crash game

Writing:
>Main story nearly finished, first ... 3% maybe, implemented
>Handful of sidequests written, not implemented
>Male and female PC attack grunts recorded and implemented (albeit poorly. I am not a sound engineer)
>Flavor text for 14 items added and viewable on scrollover.
>Opening Narrative finished and implemented. No VO yet.
>first town, kings speech voiced (by myself. will replace later hopefully) and working. thank fuck. took forever.

Music:
>Lol nope. Am not a musician

Cutscenes:
>Lol nope. I'm fucked here..

1100 hours, running on Unreal 4, unoptimized and clunky as fuck, projected less than 1% finished with the total project. At this rate, I'll be on my death bed releasing a game for a six decade outdated engine on architecture that doesn't exist anymore.

I just wanted to do Final Fantasy, but better, and now my life has become a grind to a result that will never see the light of day. Please kill me bros.
(3/3)

Slowly :(

Shut the fuck up faggots, no one cares About your shovelware game that will sell a Grand amount of 3 copies

and a splöts prlshh to you too

Last time I posted my roadmap above, I got inquiries about the classes, so I'll just dump that list while I'm at it:

4 base classes:
-Warrior
-Thief
-W.Mage
-B.Mage

8 Advanced Classes:
-Dragoon
-Blue mage (enemy skill user)
-Red mage (B/W hybrid)
-Ninja
-Samurai
-Paladin
-Bard (buff mage)
-Witch (debuff mage)

4 Prestige Classes:
-Dark Knight
-Trickster (mobility based assassin)
- Bishop (Holy AoE damage, Heals, Buffs)
- Lich (Dark Aoe Damage, raise dead, debuffs, negate healing)

Seething nodev.

It's going great but i've pissed away almost 60k trying to find a networking programmer that isn't an absolute chuckle fuck or a slav looking to steal my game.

Turns out "indie" programmers are just programmers that are too fucking shit to do literally anything else and they're too expensive to compete with poos for minimum wage work, whilst being equally as incompetent

Just like their artist counterparts.

Literally what is a network programmer? Saw that title today.

I'm starting soon but I don't have much idea what I'm doing, but I think my idea could be fun at least for myself.

post webm

Link to the old thread? I forgot the sprite programs.

End note: I should also make it clear that each of the prestige classes has 2 distinct ability trees it can dump points in to,
Advanced classes become available about halfway through the narrative, Prestige about 3/4 through.

Dark knight: Eldritch knight (Elemental Weapons) or Blackblade (Equipped Secondary weapon acts as an independent NPC in combat)

Trickster: Gunslinger (self explanatory) / Shadowwalker (Invisibility, Poisons, *teleports behind u*)
Bishop: Oracle (High AoE holy damage and heals) / Channeler (Powerful buffs, heals and DoT's/HoT's)
Lich: Necromancer (Raise dead enemies, negates enemies ability to heal themselves) / Whisperer (powerful debuffs, AoE dark damage spells, cheat death once per combat encounter)

Aseprite, GraphicsGale, PromotionNG, MSFuckingPaint

Hey man if you're willing to work with a complete amatuer I'd be interested in helping for free/cheap,

Do you have discord?

what engine should i use. 3d.

I've posted a few screens before and was met with some less than savory reactions. I'll be crowdfunding the project soon, as I can't think of any other viable way to keep dumping as much time into this as I am, and I lurk here every day, so I'll just post the link when its ready. Until then, you'll just have to take me at my word... which means little because this is Yea Forums and nobody would really go on the internet and tell lies

Da fuck is an “indie” artist? You mean freelancers? Cause most pros freelance. You get what you pay for with art nigga, try to be a cheapass, and assuming I even take you up, I’m gonna half ass it than if you paid me a reasonable price. If I gotta worry about making ends meet whilst having to fulfill the demands of your nitpicky ass just to make a small buck, I’m not gonna give it my all. I’m gonna try to get it done ASAP, cash out, and fuck off. Keep that in mind when hiring artists.

t. Artist

cryengine

Nah, the only competent artists that freelance are concept artists, and that's simply because there's rarely enough work at any one studio to keep them employed full time.

If you're any sort of other artist and you're freelancing it's because you're shit or the 1% that's put in a decade plus at a big name studio and is now coasting on rep earning half of what you were.

t.boomerartist

I don't. And at this time I'm not looking for assistance on the project. With another 400 or so hours I'm hoping to have enough of the project done to start working on a concept trailer, and with that, I intend to attempt to crowdfund the project as a means of being able to dump more time into it. Right now, I'm a Uni student, and bartending, so there's a very limited amount of time I have to dedicate to this. I'm up at 3:00AM right now idly working on some animations and shitting this place up because it's my only real opportunity I get before I have to pass out in an hour.

With proper funding, I would be able to compensate a friend of mine for his time, as he's gone out of his way to aid in some of the modeling and animation. I'd also be able to enlist the aid of a coworker who produces music on the side, and then finally start crowdsourcing voice actors (who I'll only be able to offer a credit to if the project sees completion, as hiring voice actors is expensive and seemingly unnecessary).

I have an email though. If you want to shoot a message to [email protected], I'd be happy to update you in a couple months when the crowdfunding shit goes up, and at that point, I'd be looking for any and all volunteer voice actors to contribute in any way they can.

I recently finished my first polished game (as opposed to shitty scrapyard demo). I want to make more!

jackdandy.itch.io/broomer

I have a friend who actually voice acts and another who basically does it as a joke if you're interested, and Id work for free since I'm a uni student as well but I do not work because of family reasons.

I feel like you're going to need a discord or something to that effect anyways to be able to share work and voice calls easier for a group.

I intend on setting up a voip client down the road if this project ever gets that far. Anyone (literally anyone) who sends an email to the address in my last post will receive, at the time of its launch, a link to the crowdfunding site, which will contain a link to submit voice acting snippets (with example lines) for consideration on being added to whatever team might exist at that point

And do remember, all of this is assuming I don't kill myself in the next 3 to 6 months. Between work, school, keeping up with social obligations, not neglecting my wife, and working on this project, I'm spread pretty thin and often times eating a bullet in a hotel bathtub sounds like a better option.

But here's hoping, right?!

>getting angry over devs in a dev thread

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I freelance because I don’t wanna be employed full time working on someone else’s stuff, and the extra money helps.

Tons of artists freelance, you’d be delusional to think otherwise.

>Tons of shit artists freelance
ftfy

You don’t sound like an artist. You sound more like a salty dev mad that he can’t afford quality art.

i wish i could draw

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Reminder that you are not gonna make it.

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anyone who makes a wojack greentext about their game on 4chins deserves to have their game fail to be aych

>nodev on Yea Forums says i won't make it
i care

uuuu someones jelly

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Finally making progress but I feel bad about the musician I hired. I paid him for 19 tracks, he did a fantastic job, but it’s been since the beginning of the year and no news. My only motivation to make this game good is for him

2k is not bad, it really depends how much the assets cost him. Although I doubt it was a reasonable price for the game, seeing as lots of fags on here love charging $15+ for their “game”

you already paid him, so why would you worry about "pleasing" him?

this is coincidentally why you shouldn't get people to work with you for free. eventually problems will come along and they realize they are being deprived of their only payment: seeing a finished game with their name on it. then the whole thing comes tumbling down due to dissatisfaction and lack of commitment within the team.

you've done nothing wrong so there's no reason to get autistically anxious

Thank you for the consolation. I want to finish it because he put so much soul into the music, it’s really fantastic synth retro. I know in the end we all do our things for the paycheck, but I really want this to exist

So, a question about sprites. What’s the fidelity/resolution of the rightmost sprites? Would it be better for me to just make a normal drawing in digital, and then just downsizing? Or should I mosaic them the way you would any normal sprite?

I can already into 2D, but I’ve never done spritework before.

Forgot pic

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How much of that is idle

if you can make normal drawings, why would you downgrade it into a shitty low-resolution sprite? pixel art was used back in the day due to technical limitations. nowadays pixel art is used due to save money and time. anyone can churn out pixelshit, but very few people can do real art. if you have real art assets then you should use them.

>make a normal drawing in digital, and then just downsizing
that's how you get unclear pixel vomit

It came out recently and got bretty gud reviews. Pretty stoked since I can put it on my CV now.

That said publisher is being a dick and we still haven't gotten our personal Steam codes

Because it’s got a nice aesthetic, at least when done right.

>commissioned art
>some marketing
>steam

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Dunno, a lot I think.

>missing the icon of the GOAT

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if you want pixel art that actually looks good, you'd have to design it ground up to make sure there are is no clumping or ugly anti-aliasing. you can't convert normal art into pixel art with just a filter. again, if you already have real, well drawn art, i would highly advise you against trying to make it into pixel art. in fact, the thought of you ruining art like that bothers the fuck out of me. it's like having your steak well made and putting ketchup on it

Just picked up a few resources. Is web storm worth picking up? I'm making my game in Javascript and vue.

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please do go jump from a bridge, nobody asked you for this toxicity.

if you do it for the money, your game deserves to die

also in your original post, you ask for the resolution of the rightmost sprites. assuming you mean the higher resolution sprites next to the low-resolution sprites, then those sprites aren't really pixel art at all. those are just normal sprites, although with a somewhat low resolution. i don't know the exact method of achieving the same kind of art, but i would assume you would just draw normal art while using a limited color palette and strengthening the outlines.

I kinda just want to make a doom wad this weekend.

Well, running the sprites through PS, it seems the res is 96x192.

I do wonder about the technique used to make those.

i can still hear the fanfare when you boot it up

>C++ course this term
>lecturer says there's gonna be a "unity project bonus assignment" at the end
>finally I'll get to present my game
>turns out the assignment was that they send us a unity tutorial project out of the asset store and ask us to modify it.
>disappointment hits

Is this their idea of a joke

oh sorry if somebody is doing something in his pethetic life doomer

>C++
>Unity
Wut?

wtf you talk about?
I for example work dayjob as programmer and make solid money that way, so if I were took freelence sidejob I would want tripple/hour I make in day job cos I dont need that money and I like that free time. This go for (almost) every freelancer for well paid professions. You just want someone to slave for you.

Stupid and dumb and gay and I hate it.

Unreal. Duh.

Before starting I'll masturbate and poop. Thank you.

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>again, if you already have real, well drawn art, i would highly advise you against trying to make it into pixel art.

I would agree with you if animating hand drawn wasnt time consuming as fuck.

Yeah the project is in c# forgot to mention,
I guess it makes sense since c++ and c# are similar

with modern 2d animation skeletos it is actually way less time consuming then pixelart that you have to animate frame-by-frame, pixel-by-pixdl

This is why we need a dedicated game dev board. It may turn into a shill board though and some tripfags will start forcing their bullshit into everything... hmmm

What's the best engine for creating a fighting game?
I want the lowest input lag possible.

Have you fucking seen aggydaggy? A dedicated board would either die like /qst/ or become a huge shitpost magnet.
Make your own engine like MikeZ did.

Jesus, I can't even make my browser say "Hello world"

>aggydaggy
Yeah, we should just stay here in the wild west of Yea Forums. It is better that way. More soul and less autistic sperg fags with their elite bullshit. Also better memes.

The fuck are you talking about? There's like maybe 5 of these threads a day, versus a million porn, smash, and whatever flavor of the month trolling/shitposting threads. I visit /agdg/ and I prefer these Yea Forums threads because there's less bullshit and more varied opinions.

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UE4 is not designed for hobbyists, that's why. You need a programming degree just to get used to all the shitty c++ quirks, or use the retarded visual scripting. Unity, Godot and others allow you to program your own games and if you're really good make them perform great too.

It's exactly designed for hobbyists. Blueprints aren't as efficient as native C++, but they are totally viable and easy to learn. Not personally familiar with Godot, but not having to buy everything I want to do in Unity is a plus. I've been working on my UE4 game for almost two years and haven't spent a cent. I even have 30 Epic bucks or whatever, I forget why but a couple years ago they fucked something up for everyone and gave it as an apology. Haven't found the need to use it.

>and easy to learn
Someone post one of those blueprint examples

I'm not saying it's easy, but that it's easier than straight programming. I right click a blank space, search for the general idea of the node I need, and hook it up. With programming you need a whole reference book. Programming is hands-down a better way to go, but blueprints are not hard to learn if you have at least a little bit of coding background. I'm a web dev by trade and a former hobbyist level designer. But because of UE4 and its blueprints, I've been able to make a complete game.

>c++ quirks
The fuck is quirky about C++? What the fuck does this mean? Are you talking about pointers? You think pointers is a gimmick?

fuck off console nigger

Maybe he means the Unreal API

Been recovering from surgery on my stomache but I intend to get back once its at least partially healed and stops agitating me. Stockpiling concept art and ideas in the meantime for the animators.

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I'm saying i can write 3D physics code and maintain excellent performance for thousands of independently moving objects in C# and Lua in the same amount of time i got to display a statically moving square following the handmade hero tutorials for C++ OR learning the Unreal API on its own. I'm an artist, so there is no comparison for the time saved.

This