How's that game going, user?

Attached: ogimg.jpg (1200x630, 51K)

Other urls found in this thread:

youtube.com/watch?v=sZdcX4CPy6Q
blog.codinghorror.com/separating-programming-sheep-from-non-programming-goats/
twitter.com/SFWRedditImages

>tfw want to make a small game
>No skills
>No ideas

Attached: 85393871.jpg (208x249, 6K)

It's going okay, but what's the point really? Even when I finish it nobody is gonna see my work except the people close to me who don't give a shit.

Take your favorite game
Now think of it's flaws
Make that game but without those flaws.
As for skills, there's plenty of resources to learn coding on the internet. The only excuse is that you're too lazy to look them up.

Why would I want to ruin something I enjoy by working on them all day?

Why is 3D modeling so fucking hard?

Everything successful has always started w/ a small audience and then grew. Don't give up hope.

I put it off for now to spend some time with my family

I want to make a stealth game where you play as a spider. I don't know anything. Someone else do it for me.

Badly, I spend all my time playing Nioh instead.

slow...

How do I get the motivation bros? In college and my Comp sci teacher is a fucking retard and I don't feel competent enough to learn on my own. It might just be laziness but something is holding me back that I need to fix.

It's not that bad.. I've taken an interest in it and have been modelling a lot. I've started to wonder if I could land a career doing this sort of thing or not. Anyone know if you can do decent as a 3d modeller for games?

I'm going to start soon, I want to make topdown strategy so I will go with game maker 2.

>Family
What are you some type of degenerate?

Attached: 1560783801385m.jpg (1024x698, 108K)

I-I"ll work on it...eventually...

if you're so weak willed you cant even pick up one of the extremely easy game dev tools available to you and mess around with it just give up any pretentions of trying, you're a loser

>have a lot of ideas
>learned how to model
>a friend offered to make the music
>have the time
>started learning how to code in C# but tutorials are fucking awful

Attached: Dgjm6kEX4AACLuE.jpg (225x225, 11K)

We had a working prototype that seemed okay.
Gonna finish writing the plot.
We have a development plan and there's nothing crazy, it all seems possible.

Lads, I'm thinking this one will be finished, can barely believe it

Attached: 1560144895797.png (688x587, 626K)

I'm not an expert, but I think so. Behind code monkeys, companies mostly look for people to do models, textures, etc.

Use UE4 and blueprints.

Attached: 1367068707968.jpg (550x394, 20K)

I had to redo my model at least 3 times now from scratch. Maybe even 4. And a few times I had to backtrack through at least half of the model and change it again. I constantly fuck something up and only find out about it when I get to texturing/animating. Shit's really annoying.

Attached: 1440758731804.png (320x384, 126K)

>Feeling a bit unmotivated means you should give up
Okay retard.

People says that you need to use Unity as if every scripts is a component, is that true?

>in prev thread someone said about discipline
>heard this shit million times, but this one user got to me
I'll start grinding my way in an hour, user, I promise!

Attached: 1556322020151.jpg (236x214, 14K)

>I don't feel competent enough to learn on my own

What I meant by that is that I feel like I get the information better if someone is teaching because I want to get corrected for mistakes and not fall down a rabbit hole of wrong information if I try to learn independently.

It's practice man.. Most skilled craftsman, engineers and I'm sure even developers will go through the hassle of rebuilding/changing something tons of times before it is perfect. I'm no expert at this shit, just starting out but you need to enjoy it.

you'll make a good employee then, not a game developer

I can't concentrate on the game.

>made a few jam games
>some did well
>recently they're doing extremely poorly
>don't feel the spark anymore
>frankly just feel like a bigger failure than when I started 5 years ago

I'm now more capable of making game than ever but it's never gonna happen

Attached: 6G0L2NY.png (329x376, 370K)

people play game jam games?

by doing well I mean rated well by other jam-going autists

they're frankly all trash by the average man's standards

I got a axe working that can spawn different decals.

Attached: axe_decals.webm (1280x720, 1.41M)

get out of the kiddy pool and make some real games

What's a good/cool animal for a mascot platformer?

I put off doing anything on it today cos I felt like shit.
:'(

There is a difference between learning the fundamentals correctly and experimenting with those fundamentals once you learn them. I'm trying to do the former before the latter. And where do you get off telling people whether or not they will make a good developer when you're just a slimy basement dwelling fuck? Where's your game Mr developing expert?

I get depressed looking at other projects, then looking back at my own.

It completely drains my interest in working on it, which just puts fuel on the fire.

I just see the same decal with randomized angles.

Why was a I born talentless... fuck this shit life.

I'm not going to post my games on here I'm just saying you sound like a whiny little bitch with zero initiative and people with no initative don't make games, at best you'll be an employee

Looking good. What type of game is it? Horror?

What is wrong with it?

Programming is very daunting to me, the most I learned in school was HTML and I hit a wall with Javascript, barely passed. Tried Python and C# but I couldn't understand it and object oriented stuff.

Attached: 1552224656282.png (800x600, 92K)

If I wanted to learn coding just to make some shitty game on my own, which language should I pick? I have no idea of where to start

Ideas come in process, skill comes from trying to make that idea reality.

It's just 2 decals that spawn depending on whether the slash is vertical or horizontal.

It's more of an action shooter like Quake/Doom.

I can't even do kiddy pool games anymore user

my gamemaking autism is over

Attached: mpmulnwk5ye21.png (200x202, 27K)

Attached: seafood_delight.webm (1082x956, 1.72M)

What animal do you like most?

>wrong way
never gonna make it

It's going quite fine.
Had to sacrifice some playfield to make a HUD because the MSX just don't have enough sprites to make the three bars, character AND boss at the same time that are required in this kind of game, it technically can but there would be only 4 sprites left for the shots, and the main character can easily use 3.

Attached: lifebar.webm (320x240, 2.47M)

>tfw want to make a game
>have skill, have ideas
>no motivation

Attached: depressed.jpg (225x225, 17K)

The main skills you have to acquire is the ability of making your brain create the routines you need and the ability of running the code on your head.
So try an easier language like literally BASIC and fuck around with it, have fun, not try to do anything serious until you got the hang of it.
Then you go to something like C to detox your head from the basic.
Also treat any new thing you learn about the language as a shortcut to make shit easier for you.

Fuck motivation, treat programming as an autistic game like the zachtronics stuffs or dorf.
Just play the game until you have a game.

i'm looking for some C# books so i can start with unity
i feel motivated this time,maybe i'll do something
but i'm still stuck at the "where the fuck do i start with C#?"

>BASIC
>C
I never expected to meet another boomer on this board
you should recommend Lua instead

There is some sort of self contained LUA interpreter you can do basic shit like drawing circles etc?

Love2D, more or less

Jank as fuck but I'm working on a system that lets you possess enemies, I barely coded anything new into the guy and it already works with the magic of spaghetti cobbled together.
I expect a ton of bugs and problems in the future but it'd be cool if I can pull it off.

Attached: 2019.06.17-18.58_01.webm (1280x720, 2.99M)

Where's the user who has adhd and depression?

Try to make the base code of your game clean, because when push come to shove, you will be able to do quick shits and kludges on top of it without getting trounced by the underlying shit as well.

Attached: Unity 2019.1.1f1 Personal - Race.unity - SpaceRace - PC, Mac & Linux Standalone _DX11_ 15_06_201 (1280x724, 856K)

I finished the one for uni, it was jank but i managed to pull it all together in the end. No idea what project to do next

Pretty good. Learning how to deal with particles and I already have a few good ones.
Been trying to make a nova-like effect and instead of taking a ring-shaped texture and making it bigger over time I went full retard and tried emitting thousands of default particles in a sphere.

Attached: BOATO.gif (480x270, 1.32M)

>tfw brainlet

Attached: 1432358980184.jpg (460x645, 45K)

I know man, for the last couple of weeks I've been just cleaning up the player and refactoring some old stuff. It's hard to get it right the first time when you are still learning but I feel like I'm not too far from having a really solid foundation.

Go to bookstore.
Find animal encyclopedia for kids, they have a lot of pictures.
Randomly find some dumb looking (but still cute enough) creature.
PROFIT

I feel like you guys approaching it from the wrong angle. There is very slim chances that anyone can pull off the whole project by themselves. First of all try to focus on what exactly you want to do as a game developer. Is it actually coding? Because there is kind of plenty of stuff to do besides that.
>cocept art
>modeling
>level design
>sound design/music
>writing
>animation
Learning how to code will take a huge chunk of time and won't help you make a better game if you suck in other things too.

Attached: 14170194697390.png (800x1049, 125K)

So I have a story and a ton of images that I drew for it. I'm wondering if people play VNs that are just an image dump depicting the story, or if they absolutely need the characters to make decisions to feel like it's worth it. Also what's the best VN engine to build a sequence with for my project?

Remember folks at /vg/ we have a game dev general. Just remember that those devs are a bit cranky.

We are also hosting a game jam in the following days!

Stop bothering

Five years ago this would have been a good idea. By now, everyone still bothering is wasting their talents.

>We are also hosting a game jam
peak onions

>people dont want to play video games anymore

Good, but be aware its not just autism, unless you get to an autistic level, then its too much.

If you're going in for the cash yes, but there are more about developing games than just the cash.
In many cases it is as fun as playing a game.

They do, but they dont want to play your shit game.
They want to play fortnite. And they sure as fuck can't be arsed to search for your piece of shit game between furry erotica, depression exploration sim and asset flips.

But hey, YOU will be different. :^)

you said "wasting your talents", implying that someone who has talent is wasting it working on a video game, which couldn't be further from the truth

>They want to play fortnite
There is a lot of different gaming communities. Not everyone wants to play br only.

What's a waste of talent is shooting for that "I can be a 1MA rockstar dev!" pipe dream. In reality the vast majority of games made by such people are pure shit. Everything that people want to play gets made by teams. Go join or start a team.

amateur indie teams have even less chance of success than one man armies

Almost all the games that are doing well on Steam appear to be made by teams of people so I don't believe you.

which is why I added the "amateur indie" qualifier

What do you mean by amateur indie? Does that exclude the indie games that do well?

it is going

Attached: 2019-06-08 14-48-38.webm (1280x720, 2.09M)

unpaid, unexperienced
you'd be very lucky to work on a functional team as an amateur, you're better off working on your own until you find your place in the world of game development

too much math for me brainlet so going to turn drawing instead then hire someone make the game

Attached: 1560460988370.jpg (715x1000, 92K)

And every other community and niche is also saturated.

Even this is a bad idea by now, because the market has become so big and fast paced with so many players, that it is basically gambling. You bet lifetime, the owners bet they loaned money and more often than not you all lose.
Face it, editors like Unity and publishing platforms like Steam and the mobile app stores made it easy, flooded the market and oversaturated it.
Kickstarter and the likes already let the barely/non profitable "dreams" come true. So where do you think is any kind of place left for your one man or small team project?

You are burning money by sitting on your arse and trying to make a game, face it.
The very reason why you and everyone else is doing this, is because it has become easy. But if it is easy for you, then it is also easy for everyone else hence why everything gets flooded and even a braindamaged person like Brianna Wu managed to publish a game before you finished yours.

What you fail to see is all the teams and games that are not doing well. What do you think how they paid rent and food while working on their game? The success rate not only lower than ever before but also became increasingly random and difficutl to predict, because the market is fractured, heavily fluctuating and huge.
It is stupid to ignore the fact that for every you and for every team you join there are hundreds of teams out there dreaming the same dream of an easy desk job as a "creative".

best C# books for retards?I want to do something productive instead of shitposting on Yea Forums

Attached: 1560553621339.png (225x224, 127K)

>The success rate not only lower than ever before
they're higher thanks to the good tools people have today, before Unity making indie games was extremely niche and nobody really made it

Doing what I can with the little artistic skills I have.

I'm only making it for the sake of playing it, so I won't stop.
Unless I get sued.

There were like, 2 decisions in Saya no Uta and that's a cult classic.

Attached: 1529774989274.gif (946x791, 272K)

Been messing around learning shader stuff lately. The process is fun because you're rarely messing with ridiculous engines and frameworks that you don't know how to use. Just a vertex coming in, you figure out how to handle it, and then return. Same for pixels.

Results are immediate and visual so it's very satisfying. If only I had the artistic talent to make cool textures to use with sampling.

Attached: shader.webm (886x522, 1.16M)

>you're rarely messing with ridiculous engines and frameworks that you don't know how to use
instead you're messing with a GPU that you have no idea what it's doing

You know it runs your math equations very quickly, isn't that generally good enough?

trying to figure out why your shaders are slow is an enormous pain in the ass, the graphics card is a black box of mystery

I haven't run into any performance issues yet, but I would tend to assume it's usually because you have some blocking condition that can't be parallelized too well. I just avoid anything that could possibly block right now, it feels dirty.

There's quite a lot of shader programming using engines like unity or godot.
There are trees and shit, but you can code down at low level and in many cases it is the best choice, given the mess that would be the tree.

try writing something heavy like SSAO

Launching a crowdfunding campaign and demo in a few days. Should be fun.

Attached: UnderspaceCathedralFight.webm (1920x1080, 2.07M)

Right, that would involve sampling surrounding pixels. It would indeed be heavy. Kind of hard to avoid in those kinds of cases, but it's also fairly clear why it would be blocking.

I'm using unity for most of the developing I do, and in fact for messing around with shaders as well, and I like it quite a bit. I'm not a purist in the slightest. I'm just enjoying the mathematical simplicity of dealing with shaders right now.

>blocking
shaders dont block on their own afaik, it's a one-way parallel process

It's crazy fun to write shader stuff.

I suppose in that case it would instead be slow because it requires multiple passes? I feel like I'm misremembering the term for what causes parallel stuff to be slow on a gpu when you're using conditionals. It's been a while since I learned all that shit.

Fuck yeah it is

Attached: stencilshaders.webm (1156x606, 528K)

conditionals aren't slow on the GPU anymore
SSAO is slow because you have to do random texture sampling which involves data caches and then you have to do multiple passes and you have no idea how GPU memory works and what's slow or what's fast and it's different on every video card for each manufacturer, fuck

That's fucked man.
Also cool about the conditionals, could you point me at a term I can use to read up on that?

conditionals are considered slow because shaders are parallel programs run in batches, if you have if(condition) do ExpensiveThing else to CheapThing, and you run a batch of 100 shaders, even if only one shader does ExpensiveThing, all the other 99 will be held up waiting for it

I'm pretty sure shader languages are written by sentient AI that hates humanity.

I've been working on a level and adding wrestling moves

Attached: D9DQdvyXkAAS2S_.jpeg.jpg (1927x640, 86K)

The problem is that most people simply can't learn to program, so forcing them to learn it will achieve nothing.

No I'm tired of this, the websites on google go nowhere and are full of ads and misinformation. Why don't you prove it's on here, link me one fucking website that teaches even the most basic shit for coding, because all I find are short article-like ads shilling for thier stupid products. Fuck it don't link anything, I'm getting offline for a while

I know many can't, but imagine that many just try the wrong way, get fucked and give up.
You ain't learning this shit if you're not having fun with it.

I'm not using any engine so the graphics are ass, but I have a decent online experience working at the moment -> In the future I plan to write a server browser and come up with a system for downloading new maps from a server.

Attached: game.png (2560x1440, 887K)

Well, its Project-Week in 2 weeks and my group decided to creat a 2D Jump and Run Game on Unity with C#. Should i get worried? Is it hard?

Not particularly

>tfw want to make a small game
>have idea
>can only model texture and create materials and particles
>can't code to save my life, not even node-based
>can't bring myself to start proper

2D or 3D Model?

And at best you'll be a basement dwelling faggot. Just because you are incompetent doesn't mean everyone else is retard.

>familyman
Literal incel

3D. But that's only polymodeling. Haven't sculpted enough yet to be able to say that "I can sculpt."

oh, ok. I thought you know something about 2D Chracter Creation and you could give me some tipps about it. Maybe someone else here, knows something about it and how i could start with it

Looks good. F-zero inspired?

Nah, sorry. Haven't tried to work much with 2D yet. Hope you find somebody who can give you some tips, though.

same, I studied Python and Fortran in college and barely passed, almost everyone was better than me
I don't have a favourite game

>fun
"fun"

>Also treat any new thing you learn about the language as a shortcut to make shit easier for you.
Explain please.

should be pretty fun, yeah.
Got a whole gameplay demo uploaded to day to help start building hype up.
youtube.com/watch?v=sZdcX4CPy6Q

Attached: UnderspacePromo3.png (1612x904, 1.05M)

Anyone know any good and easy music programs for a beginner or should I invest money in a musician?

Technically speaking, you only need functions, if, while and variables to write a program.
You can do a counting loop like:
while(number

I put tile palettes in this tile-based game I've been working on, in the hopes of making it easier to make new maps and increase performance, but honestly it feels like I may have created more annoying bullshit for myself to wade through further down the line

Attached: hud.png (1920x1080, 116K)

Still at the prototype phase, but I barely have done anything the last two weeks. Real life stuff and other projects.
The gameplay mechanics are pretty original so its crucial that I nail them, and also there is stuff missing so make them feel "complete", if that makes sense. And that solution should be elegant.
I guess I will try different stuff and then it will come to me.

Grab UE4 and Blender, start a demo project from one of the templates, realize you haven't got a clue about anything, go watch some of Epic's tutorials and Blender tutorials, start fucking around with it a few times a week, buy a decent C++ book (helps to have a physical book) like Stroustroup and read it and do the exercises, all the while keep messing around in UE4 and Blender, start thinking of what you might want to do and go from there. Starting out you'll make lots of shitty prototypes and somewhere along the line settle on something interesting. Don't waste time on writing stories, characters, dialogue or designing settings until you've reached at least that point imo.
It isn't, my life is destroyed beyond salvaging. I tried, good luck anons, make something good.

>Want to make a JRPG
>Not artistic in music or sprite work AT ALL
anyone know where I can get free resources just to fuck around with?

I don't think you need to increase the performance anymore.

Fighting with unity's "new" netcode and raging at their documentation for it being full of 404s and incorrect information. It's been out for over 2 years for fuck's sake.

Got a story to tell partner?

Attached: R3PcPdTv14VPqamF1x9LhOSXUqy2Pnj3v9QwM-i79GU.jpg (614x389, 49K)

Why is making an interface that fits your game literally the hardest thing there is? I can't fucking do it either. It always looks godawful and unfitting.

UI design is it own art. There is a lot of resources on it out there or you can get someone that is good at it.

This is true. It's an entirely different practice. Same for website design.

It's a strategy game that deals with a lot of state checks, so even if it runs at 450 fps normally, state checks and various terrain recalculations might cause hitching if I'm not careful. It's kinda like how XCOM2 shits itself when randomly when a wall blows up or when an AI struggles to think. Having a tile palette instead of 50x50 gameobjects as walls would probably help with that a lot.

I don't think my interface is too bad except for the blocky ascii placeholder graphical assets and so on. I've also heard some complaints about too many stats being displayed at once but I don't see it as a problem myself yet

Trying to make a first stage for my partnet to put in the game.

Attached: squad leader run-1.gif (107x152, 14K)

Just downloaded a course about 2D games in Unity. I want to make a platformer about a little witch, wish me luck lads.

Quite possibly, but i don't think paletted graphics will help you there.
Just to the easiest graphic code you can because well, even a S3 Virge can handle your game without bothering the CPU at all.

I want to kill my coders

Attached: 1395811282911.jpg (194x209, 12K)

blog.codinghorror.com/separating-programming-sheep-from-non-programming-goats/
This is interesting read. It's not about fun, it's about ability to understand abstractions and form mental models.

Looking pretty bad senpai. You should try to get some weight and vertical movement into the animation.

I know many people don't and such.
But i seem many cases where the person just got a programming book and tried to learn by just reading and memorizing it, or got to some "programming course" that tried the exact same approach, and i think at least some of those would actually ended up learning the thing if it sat in front of a computer and did the shit it wanted instead.

This is true, I never learned anything programming-related from a book, always preferred practice, trail and error and checking stuff in language/library/api documentation.

>want to make a small game
>it turns into a massive unfinishable monstrosity

I kinda learned programming with books, but not programming books.
I had those books with basic games to type in, and i learned by hacking those games.
I had an MSX, but the book had games for MSX, TRS, Apple... and they were all different games, so i ended learning how to port the other games to the MSX and how to fuck around with em to improve or make weird stuff.

I'm building an ocean with coral reefs and all that.

Working on it. Not much to show yet.

Attached: Dwm 2019-06-17 16-11-41-38.webm (1360x768, 284K)

Looks cool, you did it all by yourself?

Nope, I've a modeler, a musician, a sound guy, and a guy that makes funny voices.

Attached: UnderspaceSnaken.jpg (3500x1750, 3.57M)

Have no idea how to do anything, but I have this idea for a vr game that I really want to tackle. Thinking about using unreal. How fucked am I if this is my go at this stuff?

If I made extremely complex and hard 2D RPG game would you guys play it?