Finally start getting into making videogames

>finally start getting into making videogames
>more fun than actual videogames
>feel less braindead
>getting more focused again
How is your videogame going, user? You are making one, right?

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>cant program

I just got started a short time ago. So far I have a few sprites and some basic physics.

This isn't as large of a barrier as you're likely imagining. There's a wealth of information and tutorials online, and it's not a very difficult skill to develop. I spent a month or two developing a mod, and went from having no idea what I was doing to feeling confident in my ability to create a game.

I have no idea where to start learning how.

Open game engine - watch tutorials - recreate tutorials - think of a simplest game idea and make one looking in tutorials when you get stuck.
Practice makes perfect

I would like to start, but I'm still waiting for Valve to release the next source engine.

Does anyone know how or what engine/programs to use to built a game like The friends of Ringo Ishikawa? Not even sure how to name that genre, side scrool beet 'em up?

I'm pretty sure it was made using Gamemaker Studio.

I have a lot of life goals OP and making a video game is one of them, but I still keep coming here for 10 hours a day.

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Fantastic, is that all I need to create and if it would ever finish, ship and sell games on steam? Do you know by any chance if the steam version is eligible to commerce games with?
Thanks already.

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Back in 2004 I wanted to learn Flash and make flash games. It's been a decade and a half and all I got was a fucking job.

where do I even start though?

>Playing vidya isn't fulfilling
>Making vidya isn't fun

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What engine are you using?
What game are you making?

I want to make them, but right now my schedule is tight. Soon I hope I start to make them because I know I'm too incompetent for a real job

Pick something that creates objects in real world. That's what I did years ago, like painting. It takes a while till you are good, but in the end, nothing can beat the feeling of having a final physical product. Can be also applied to other craftsmanship.

I'll pick up video game making up one day, for sure.

I have a lot of free time in my hand how do i start bros?

you just do. pick a language and learn it.
C# and C++ are used a lot in games. Python is piss easy.

Trying out Godot, trying to replicate old arcade games since sprites are easy to come by and rules are already in the memory.

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I'm incredibly mediocre at music and can do writing stuff, but I've tried my hand at coding and I just can't do it. It bores me so bad. I tried learning a bit of python and dropped it after two weeks.

Made my first online multiplayer game. Im actually getting back in the programming groove.

Download unity. Watch some tutorials and you'll be a C# code master in no time

those animal books? code academy? I don't know programming but there's a lot of learning resources out there

I have fucking 4 different but similiar ideas that I can't combine.
I don't want to rip off someone else's work even though I'm greatly inspired by their game.
I feel like the more original of the ideas is soulless though and far less interesting.

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Refactoring is so boring. If I do it well, I end up with something nearly indistinguishable from what I had before, it just scales better.

Only way to find out is, create a demo.
I mean there are dozens of games that are 'more than inspired' by other games and they seem to sell at least decently.

It's not about gameplay, the gameplay between the ideas is virtually identical, it's more about the presentation/setting/art direction. I'm not really caring about the money part, it's just something I want to do in my free time, but I'm pretty experienced on the engine (ue4) so I'll do something eventually..

after i learn c# from unity, can i use that toward c++? i want to make shit for the dreamcast and i hear that's the language used for it most of the time.

Gamemaker isn't a development tool I would recommend using after you're experienced, the games made with it are often super limited. The best game I can think of made in gamemaker is LISA and nobody ever talks about it despite it being incredible.

Do it. People like copied settings/gameplay and so on. Just look at the Dark Souls games, setting and formula which was translated from 3d to 2d and other games probably.

I mean, there is always people who crave for another Castlevania similar to the one GBA and NDS, which hasn't been recreated without weeb shit in mind.

All C(whatever) languages are related, so it isn't copy and paste, but if you learn see shart you can probably use that to pick up c++

story-wise lmao

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rad. thanks for the answers, man! i'll download unity now and have myself a look.

You're right, but at the same time when it comes to this something feels a bit wrong, like I'm wasting time doing something someone else already did if that makes any sense. Even when I write code I make little improvements to shit that was already done, but I still can't escape the nagging. Even though like you said there's tons of almost direct copies like the many soulslikes out there, not to mention all the doomclones on the build engine that surpass doom itself. Sorry for being vague, I've been up all night thinking about this.

LISA was made in Rpg Maker tho.

I have several game ideas and they're all terrible, I should never make anything for the good of mankind.

Oh shit, you're right, my bad. Still shouldn't use either long term though.

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Nah it's cool. I can relate to this. Everything derivates from previous ideas. It's more than hard to come up with something that originates out of thin air and that can be applied to anything, whether it be code, art, music or anything. You can not not relate to previous works. There is always an influence and it is okay to copy or derivate from that.
Things that are new and counter to whatever there was before is more than rare.
I had discussions like that with a friend about it, we are more in the art world at home.

If your work builds on someone's else work, you can also think of it as your entry to the genre or whatever it is. It's your take on it, not a copy.

I've been interested in making a game where you travel around the world and learn magic by studying some sort of mystical language. You'd be able to use what you learn by typing the words and/or drawing the runes and this would preferably happen in real time and the power would scale with complexity of the input.
It's one of those things I've been occasionally thinking about but I haven't really bothered developing the idea more. Maybe once I've figured out a satisfying rough structure for the game I'll make something out of it.

Thanks for the idea, you nerdass geek. Now I'm gonna be the gamemaster!

Sounds cool, check out Arx Fatalis. I think it had a similar take on it.
You are definitely onto something.

i understand youre joking but how come people are like "i can't tell you my game idea, YOU'LL STEAL IT" you dense tard it probably isnt good or incredibly hard to make

C# is used in a lot of games? I always thought it was 95% Microsoft applications

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anything in unity is c#

Nooo, please, PLEASE don't put my idea into use and after a lot of effort possibly create a fantastic game I could play because that would just ruin me

>feel less braindead
>getting more focused again
This is how it works with almost all productive hobbies/work. Been focusing on writing again recently and have noticed similar effects
Video games are cancer that contribute to poor lifestyle choices, but I know I'll never be able to fully stop playing

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I bet it would, dicklips! You get the game of your dreams with no effort put in, out fucking skilled!
I can kinda get it. I suffer from it a bit myself, but I think it's because my idea's flair is all it's got going for it. My game would basically be a Megaman/Shovel Knight type deal but with my own silly setting and story. I think I want to keep that close until I make it because it feels kind of special.

Kys, you can literally learn how to program in a straightforward manner, you can't do that with art

I have ideas, but no real drive to work 25 years to create the most absurdly in depth, long, RPG where you get to play as a skeleton/werewolf/vampire ever concived.

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unity is C#, unreal engine is C++. anything else is easy once you know one of those.

Give a man a game, and he'll have fun for a day.
Teach a man how to make games and he'll never have fun playing games again.

I'm not familiar with how publishing games on Steam works, but you can look at the Gamemaker licenses on their website to see what platforms it supports and such.

There isn't really a definitive answer to that question, but I found modding to be a good entry point. Editing a working product is a lot less intimidating than starting with a blank slate, and it's a good opportunity to see how the code works and learn how games function "under the hood."

I believe you're thinking of RPGmaker. Gamemaker isn't perfect by any means, but it's not particularly limiting so long as you want to make a 2D game.

Reminder that If you are not autistic you can't be a good coder.
Just be the guy who pay or is the manager of those code monkeys, don't waste your timenwith dirty work.

>be me
>learn how to code
>make shit games in my free time
>its fun
>learn about game design
>go to play new vidya
>start to see flaws more than anything
>why didn't they x, this could be solved with y
>fuck

On unforseen hiatus since I found myself without a job, and need a new one.
Till then it's just expanding the design documentation and re-reading the "python for dummies" book

Imagine using java
This post by C gang

>more fun than actual videogames
good for you but from writing and drawing and whatnot i'd rather stay a consumer here. i'll do some freelance art and animation though if there's any money in it.

>using Java, work on the game is completed
>using C#, game is never finished

you must chose.

I cope with this by reminding myself that it'd probably be some other unhealthy addiction if it wasn't video games, in the end that's just the curse of humanity and feeling negative things twice as much as positive ones.

>long ago accepted that I'm a goddamn moron whose brain shuts off at the mere sight of code
>can't even be more than an ideas guy because my drive to draw and write, things I was at least okay at, completely dried up this year
I can't even get an easy project off the ground, a video game is inconceivable to my pea brain.

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>using C#, game is never finished
ah, the interstellar marines route

Autistic 12 year olds have been posting flash games every day on newgrounds since like 1999.

How do I make my own game engine?

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I am lazy and now I have a job.
My work is programming. But I'm too lazy to spend some time on figuring out how engine works.
I can't draw good. I never improved past certain point.
I can't make good 3D models.
I can make mediocre 3D animation.
I would do something about it if I had time to both make and play video games.

>learn a programming language
>try to think what an engine needs
>start working on it
>work on it
>months into the project consider another language
>consider using a mix of languages
>continue working on it
>rinse and repeat until either found the good language mix, or decided to develop your own
>copy design parts from other engines, because you realize that you can't think of a better than what they did
>realize you could have made 3-4 games by the time you are done with this, so give up on making games
>spend the rest of your career trying to get people using your engine, perfecting it, and shill an asset store
I hope that helped

How? You have to make the engine with another language and """math""". Should you? Not really, unless you're an AAA publisher or find it easier than having to program in stuff like c++/#.

Making a roguelike, currently doing world generation. When I say "currently" I mean that's where I stopped months ago because no motivation.

>wanted to be a game developer all my life
>have all these great ideas for games, like a mario style game where you jump on platforms or a zelda style game where you explore a 2d world, all made in great retro pixel style
>decide to look into making these games
>spend 100 hours writing all the lore
>have to start looking into programming
>tutorials tell me to do fucking math and shit, but i hate math and only want to make games
>decide to write a post on Yea Forums about how unfair life is

there, Yea Forums game dev perfectly summarized

programming is easy

Writing your own engine using various frameworks isn't even hard. Just stringing libraries together to do exactly what you want.

Are you really such a brainlet faggot that you need a GUI to make a shader?

lmao yeah i've noticed i get mad at shit game design or poor quality of life features much more now. i just imagine the dipshits in charge making these decisions and i seethe

ok but why would you want to make your own engine except to be a special snowflake

>buy games I don't like because they have cool mechanics that I want to rip off

Not having to share income with tom sweeny or sucking microsoft's cock with unity. Not being bound to proprietary platforms, environments, etc. Adding your own features without having to rely on someone else's codebase.

Godot doesn't even have support for sandboxed user scripts. If you want your game to have mod support, any random script is going to have system privileges lmao.

spend 10 years developing an engine so that you can cut development time for your 25 year project in half.

gg ez

>Not having to share income with tom sweeny or sucking microsoft's cock with unity
yes but then you'll be spending hundreds of hours implementing systems that these other engines already have and increasing development costs that way. you'd almost definitely end up saving money by just using one of the big name engines instead.

>Not being bound to proprietary platforms, environments, etc. Adding your own features without having to rely on someone else's codebase.
i wasn't aware these other engines disallow implementing new features. i'm sure there was this one case of unity not letting you use this one specific framework but that's about it.

i mean if you're amateur game devving then who gives a fuck how you spend your time, but i honestly doubt there are that many business-related reasons to spend time making your own engine unless you're making pong or something

How old are you user and how do you Balance making a Game with real life responsibilities?

PlayStation dreams?
It’s really nooby friendly
Sure the tools are also a bit limited but it’s not like anybody starting out is going to have any skill using really complicated things from the get go

Not user, but if you want to juggle a job, responsibility, and coding, you can't work on it for a long period of time. Indie games take an extended amount of time to make not because it's incredibly hard, but because they lack the time to work on it at a 9-5 basis. Try working on it for 1 or 2 hours a day, minimum.

>yes but then you'll be spending hundreds of hours implementing systems that these other engines already have and increasing development costs that way. you'd almost definitely end up saving money by just using one of the big name engines instead.
That's what libraries are for.
>i wasn't aware these other engines disallow implementing new features
Wanting to use an easy, GUI based in-editor engine, then having to wade through another developer's codebase to implement a missing feature is counter productive.
> i honestly doubt there are that many business-related reasons to spend time making your own engine
With that logic you might as well make asset flips, candy crush clones and mobile shovelware. Can't get any more easy and business oriented than that. 99% of third world unity pajeets never make anything worthwhile, because the creative bankruptcy and low IQ that prevents them from writing their own engine is the exact same thing that prevents them from coming up with a good game concept.

now i'm interested to see what your game looks like

Here you go, buddy.
Try not to be too jealous.

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looks good user, but did you really not make your own IDE? sucking on that microsoft dick, i guess

dem jaggies

>did compsci
>have no idea how to do anything besides printf some variable output
I mean I can do algorithms and shit but have no clue how to make an animated image, let alone a game engine.
I appreciate the pep-talk though.

I mean, I don't necessarily wanna make anything insane. One of my fav games is freeware made from the ground-up. Granted it was developed by a team of tech students. Nitronic Rush

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>make an in depth RPG as a 1 man team
>25 years
Even Morrowind, a broken game with terrible graphics and a pretty small world, took Bethesda a whole team and an estimated 100-years of cumulative work to develop. You're fucked if you think you could achieve anything even close to that alone.

>I appreciate the pep-talk though
It was just more of a shitpost/observation really. By trying to find my first game engine, I've looked trough a lot of them, and I started to see the same pattern between their creation.
As far as I have seen, making an engine is like trying to create a software distributor like steam; you'll spend all the time/effort onto perfecting, maintaining, and expanding it rather than creating the games goes into it. At which point, it is more profitable to try to make it better and better, and lure in others to make games instead.

Or if you are a AAA developer company with millions of capital, and make an engine as an investment for the next ten or so years.

Do would you say I'm crazy if my ambition was to develop multiple games, each from the ground-up? I mean, aside from borrowing from code I'd previously-written, of course.

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It really depends on the graphics you use.
Morrowind is not really a small world, especially not for its time. Same for the graphics. It is also an open world game, meaning it is a lot bigger than an RPG strictly has to be. If he settles for an RPGmaker game, he can do it in a shorter time.

You are not wrong though. Let's look at Dwarf Fortress; done by two brothers, and been in the making for 17 years, showing no signs of ending. And it is really in the making, not "we need to keep up the facade for the patreon to keep going" making.

I am not sure if with my hobbyist-level python knowledge, and some research around engines qualifies me to make an informed opinion.
But what is the difference between borrowing from code YOU've previously written, and code OTHERS have previously written, and hand it out for your disposal?

>If he settles for an RPGmaker game, he can do it in a shorter time.
Yeah, but if your dream game is a fucking RPG Maker game then you really need to aim a little higher in life

>Yeah, but if your dream game is a fucking RPG Maker game then you really need to aim a little higher in life
Can't argue with that.

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Isn't Undertale an RPG maker game? I wouldn't mind not aiming higher than that tbqh.

>How is your videogame going, user? You are making one, right?
Made a Fire Emblem clone and a short take on a metroidvania kind of game.
The issue isn't making a video game by yourself. It's coming up with a game you'd want to play yourself.

That's just the high of entering a new hobby you dead eyed faggot

No, no. Undertale is a GameMaker game, and actual engine that needs some coding knowledge.
RPGmaker is copying very old Final Fantasy style like pic related.

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If you use Unity, you use C#.
You can technically make a game with any of the popular languages out there.

Start by not being an ignorant engine faggot gamedevgaiden.neocities.org/

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well I'm sure I'd also borrow code others have previously written, that's only good programming technique, it goes without saying. but using an engine that wasn't specifically designed/retuned for a game? I get that the principle is the same, but I think it detracts from the resulting game.
I dunno.

Whatcha make em in?

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>Whatcha make em in?
C#

Teaming up with my bro and another dude to make a Smash Bros bootleg for phones. Have already done movement stuff (colliders and acceleration) and melee+range attack. Have just learnt how to make an object pool and fuck me if it isn't hard. I don't have a C# background so I'd appreciate if someone recommended me tutorial/book on C# in Unity

Can you advise me? I'd like to learn to code games. If you have any recommended resources I'd be grateful.

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>I get that the principle is the same, but I think it detracts from the resulting game.
I mean I can understand your apprehension, I just only ever seen very big companies like Capcom use their own engines, which they developed for millions with big teams as long if not longer than their games. Even then I see many more big companies just buy their engines (mostly Unreal engine), and then customize it to their needs, like Netherrealm Studios.

For every small-medium companies, that have 10-50 members, I see them use unity, or something and put their efforts into good graphical assets and bugfixing instead.

yeah do this i started fixing shitty cars, its a similar feeling. work with your hands

plenty of material online if you want to learn, it's not even difficult, I ended up teaching myself how to do it when the guy who was paid to teach me turned out to be a complete retard.

Still working on the basics which I'm really just adapting from someone else's project on Github.

>Design document of the original Deus Ex
Thank you user

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Step 1: Get familiar with loops and conditions
Step 2: Make structured common programs like a calculator or similar things.
Step 3: Make shit you want to make, games or not.
Step 4: Don't listen to YandereDev

Jokes aside, the best way to learn is just getting the basic stuff down like loops and conditions.
Stack overflow might sound like bitches at times, but what they are saying are most of the times pretty good advises.

The biggest issue I've seen people have is their lack of imagination and have a hard time to structure and describe in english, or let alone any language, what they want to achieve with a certain part of the code. If you can you'll have a much easier time to find what solution you need. But you will figure out quickly enough if you are bad at doing that.
But don't let that discourage you. You can practice to get better at it.

When it comes to resources I can't tell you any. I went to high school and university doing coding. But what I did in general was googling what I needed.

I fully understand.
One of the reasons I want to make my own engines is for my passion to learn. Another is that I'd rather be fully familiar with the entirety of the code. When I'm trying to develop a feature, rather than digging through someone else's mess and finding out whether it's feasible or not, I'd like to know where I stand and what needs to be done.

Question: I really like how, in Space Engineers, you can look up or down infinitely; you just keep flipping and can easily lose your orientation, like when playing space sims with the "auto-straighten" setting off. Can this be done in any of the popular proprietary engines? I was surprised when the Subnautica devs didn't do it; it woulda been more fun imo.

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They should all be able to. The only issue you might run into is gimbal lock but pretty much any engine uses quaternions for rotations so it's not a problem.

So sorry user, I shoulda specified that I'm actually quite alright with coding and algorithms; what I need to know is how to make game engines. I guess I should start small, code something like asteroids for practice, but, using proprietary engines aside, I don't know where to start, how to create the runtime instance that takes input and translates it into an action that is outputted as graphics.

I'm going to sleep now and this thread will have passed on by the time I have time to read through it, but thanks and happy coding anons.

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That's not a porcupine.

>googling
Do you think it's a bad practice to google everything? When I face a problem I always try to solve it on my own but in the end I end up googling and implementing solutions from internet because they are infinitely better than mine

Cool, I wish more games made creative use of that, it's practically another dimension to vidya that hasn't been explored much.

Duh, trollollo, it's obviously an urchin.

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No, googling thing is how it's done in the real world. Of course you should try using your head first, but don't waste more than a few minutes banging your head on something before just finding what the thousands of people who came before you did to fix it.

>Do you think it's a bad practice to google everything?
Absolutely not. Ask any programmer how they solve most of their issues they either will answer "By asking a co-worker" or "I used google".
Don't just blatantly copy it, since some people can take issue about it. But at least read their solution to get an understanding how to implement it into your code.
Google is literally your best friend, and no programmer knows everything.
Welcome to real life.

Also this. Don't reinvent the wheel when you don't have to. You'll be wasting a lot of precious time coming up with new stuff instead.

Not him but I don't think it's so bad to be balanced the way you are now: mull over it, solve it if you can, look for help when you hit a wall. Sometimes you'll even have an issue that's very specific and you'll have to take a solution to a similar problem and modify it to suit your application.

It's just how human advancement is done, in all aspects.

If you have to ask questions like that don't even bother.