Making any progress on your day off work, anons?
Making any progress on your day off work, anons?
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Been hitting my head against the wall for hours. So no, not really.
i'm off till monday, once i finish updating my resume i'll might start playing around with something in blender/unity. those Lonely Otherwordly atmosphere threads a few days back made me want to start some old ideas ive had
What's the problem
Sounds like a pathfinding issue.
VFX problems, hard to make something that looks and feels good.
I'm 25 and I've never programmed or drawn a thing in my life. Is it too late for me to get started in amateur game development?
I will work on it later
Gdevelop is very basic and doesn't allow for complex shit but it has been working so far.
Right now I am trying to figure out how to creat filters.
Yes. Everyone who is successful in game dev hit that point before they were 25.
Not even kidding.
Its never too late, but you will fight an uphill battle, and dont expect any good pays for a while that will match your age I guess
the fuck? it's amateur game dev. you can learn to do anything related to amateur game dev in a couple of years. you probably won't be john carmack but you can still easily learn to make games like undertale in a year or less.
Was supposed to continue right now, but I'm being lazy and watching someone playing Maio maker instead. Leave me alone, I had a hard day today.
Don't listen to , you can start any time, but the key thing you need to wrap your head around is that you need to put in time every single day to learn.
I can't think of a story idea for my game, We've got a prototype done, I just need to figure out WHAT is going on the setting of the game.
i'm suffering a bit of a writer's block with my game's attribute system. it's like a tactical turn based game with a lot of abilities and stuff, and one of the attributes gives critical chance.
currently, critical chance as a stat is pretty useless, and i can't have critical hits deal too much damage because then crits will either one-shot everything, or everything else will feel piss weak. therefore, i've been trying to figure out some other mechanic to critical hits besides damage. the current idea i've been playing around with is critical hits bypassing evasion entirely whenever successful, but this is a little confusing to represent to the player and it's just more mechanical complexity to a game that is already very complex. so i don't know. maybe i'll have crits regenerate health and mana on a success instead.
Once my game is success, i will come back here and laugh at you
Learning enough about programming to make a game is easy. Drawing is probably more difficult to learn than any other skill, though, barring those that can't easily be practiced.
Yeah I'm getting the hang of Azure to handle the hosting and such.
making some video tutorials, something very secondary, just to have a sort of archive ingame with whatever information the player might want, kind of like in Serious Sam.
It has a voice explaining, basically in this case the bullet can ricochet if fired with the right timing.
Also a practice room where the player gets to toy around with whatever it has unlocked so far, like in Psi-Ops
Godot or unity for vr
pretty much all the best video games just tell you to kill some kind of alien sorcerer demon dragon dictator and leave it at that
So far my gmod map looks like absolute trash and i don't know how to make 59393 things i want to make.
Nothing because I have work
Does your attacking moves also have characteristcs ? If so a critical hit could just be a better version of said attack. ie : -75hp on normal hit, -85hp and 50% chance to reduce opponent defense.
Or if your attacking moves use rng to calculate effects, ie: inflict -75 to -85hp, critical could always do the maximum roll, so -85hp
Not well. I don't what kind of game i want to make.
>Does your attacking moves also have characteristcs ?
this idea has come up in a way, but the way this game works is that everything works in components. weapons have no types beyond cosmetic stuff, so a weapon might inflict bleeding, but that's because it has an attached "slashing" component.
attacks have no damage range instead. i already know i won't have critical hits deal more damage than 150% of normal damage, because more than that and it starts to crumble the game's design foundations. it should take 3-4 full-turn attacks to usually kill an enemy, any less than that and it becomes completely pointless to apply debuffs and any more than that and it makes combat too damage spongey.
so yeah, it basically needs to be some kind of effect that is universal and something that all builds have some use for. i'm leaning towards the "regenerate health and mana on crit" one since it does encourage aggressiveness and give some sustain to crit-builds, as they have to commit a lot of resources just to get their crits consistently. that, or i'll just retain the effect of critical hits bypassing evasion.
forgot the image i was supposed to post as an example
Every time I make the attempt to develop my own game I end up getting too crazy with trying to polish every sprite and next thing I know I've wasted an entire month with nothing but some nice graphics to show for it. And every time I find someone who wants to make a game with me they end up being talentless ideaguys. I might just settle for making adventure games in RPG Maker at this rate.
Working on sprites and tilesets.
To be honest, if I was you I wouldn't add crits at all, I don't like RNG. But if you do add them, how about making them bypass defense? Crits would be great against enemies with high defense as bypassing it would have a very noticeable result, but they'd be less effective against unarmored targets as bypassing their low defense doesn't make much difference. It would introduce some tactical aspects, like putting characters with high critical chance against armored targets.
Then again I don't know how defense works on your game, or if a defense stat even exists. You could also consider making crits inflict a status ailment on hit.
Seems interesting and well thought. Does mp (or the thing you call ammo) management plays a crucial role in decision making ? A critical hit could just not consume any mp. Could be major if your units are really restricted by mp usage.
Motherfucker.
I struggle with this too. Just keep reminding yourself you have to produce a product in some form. Polish comes after.
>on your day off work
>implying im not a neet
>progress
>implying I have made any progress in the past year
Been reading "Structure and Interpretation of Computer Programs" did I do good?
It's never too late to start but you really gotta ask yourself what you expect from it. If you're trying it out for fun and end up enjoying it as a hobby then that's fine.
youtube.com
Been working on it for 1.5 years now, right now top priority is finishing the demo
Scrap crits entirely or change them into a mechanic where with proper setup you can get a guaranteed crit.
Okay guys, im finally gonna try making my own game, what's the best RPGMaker on the market
You need to cut the first 20 seconds of your trailer. You'll loose a good chunk of your viewers if it's like that. Gameplay first.
I started remaking mega man 2 in gamemaker last week and it's going well
They all have different shortcomings that'll make you want to pull your hair out. Get XP.
Oh yes.
you should tweak the trailer, like the way the text shows (and you have a dropped frame at 00:40)
other then that, the visuals look nice.
For that type of game what is gonna get the player attention its either the story and characters, or gameplay, and they seem unique enough.
It's interesting, I'll give it that .
agreed, it doesnt even seem useful information without having actually played the game.
>imagine having 1+ billion in your account
FUUUUUCK
Characters animations look a bit off, but I like your huge environements
I wanted to make a game but I want it to have a fairly rich story told through point and click segments after every boss fight. I don't have time to dev, though, and untalented in graphic art and music, so instead I'm just writing a novel based on the lore I had in mind.
Not today, being American and all having to be with family.
I have a simple homemade (java/javafx) online death match game that can be played too down or from the side like contra.
You can use melee, pistol, shotty and smg. You can also do a dash-like burst of speed.
My worry is that once the novelty of playing online wears off, the game won’t be any fun
Also there’s a map maker, so I’m working on some backend server stuff so clients can download new maps from a server, like in CS or other games with custom maps.
Why not MV?
Any anons like sharing their code?
>can be played top down or from the side like contra
????
how does that even work
>My worry is that once the novelty of playing online wears off, the game won’t be any fun
That's why you work on the fun first before diving too deep into it.
Say that I have absolutely no knowledge of software/hardware. Is there anything I need to learn that ISN'T covered in specific tutorials for whatever engine I choose?
Because Kadokawa keeps rolling out updates that break every plugin available. A huge repository of plugins just recently got taken down and all the remaining plugin developers are slowly locking their things behind paywalls. If all you want is to use vanilla MV, it works well enough though.
This is actually really cool user
there are two resources besides health. nerve is typically consumed by active abilities, and ammo is consumed by your weapon. nerve regenerates slowly each turn, and ammo is replenished by taking a turn to reload. critical hits not consuming ammo or nerve could be a mechanic, but sadly some weapons do not consume ammo at all nor do some abilities consume nerve, and i'd really like the effect of critical hits be helpful to all builds in some way. but i can probably put that concept to use as a separate ability.
if you don't like RNG, then you probably wouldn't play my game anyway. it's built on that old tabletop RPG philosophy that controlled randomness is what makes games good, and getting screwed over by it is amusing rather than frustrating.
This is also well designed user
"He began programming on his father's Commodore 128 home computer at the age of seven"
>Any anons like sharing their code?
Sure. I just don't know what you're trying to achieve posting that bit.
Learn programming first before diving into an engine. I recommend c# and then Unity just because there's an endless flood of resources for you to learn from.
Nice, though I would recommend bringing the black down and white up a little.
Contrast is cool, but if you use 0,0,0 and 255,255,255, you've got nowhere to go outside of that.
I think this is just the model of the area before he starts creating pixel art assets
Yeah I guess code on its own makes no sense. I think it’s cool though when people compare how they achieve the same thing with their code.
Anybody else have a weapon superclass file? Or are games with guns too cool for Yea Forums
But when you say programming do you mean to learn it outside of the scope of game development? Because, I wasn't exactly truthful when I made that post, I have tried out Unity and Godot and made "games" so to say in them, so I understand a little bit about C# and GDScript, but only in the context of those engines. So should I start over learning from outside of them first?
Visuals are really fucking cool in the cutscenes. The aesthetic is really amazing like PS1/2 FMVs
Can't say I care for the gameplay,the ship traversal looked good but the actual fighting doesn't look exciting. Especially because of the music, it doesnt fit the combat in the trailer
I would personally prefer an adventure/puzzle game out of this but it still looks pretty cool user
I dunno, man. I wouldn't spend as long as that on mock-ups.
Though there are 3 different art styles going on, there, so maybe you're right.
I see. Last idea I have is simply to allow a unit to attack a second time after a crit. Btw you can always use another term than "critical", people would still get the idea behind the term.
I'm myself working on a turn based rpg with no rng involved, so there will not be any critical hits in mine. What's the name/blog of your game so I can follow that ?
>do you mean to learn it outside of the scope of game development?
Yes.
>I have tried out Unity and Godot and made "games" so to say in them, so I understand a little bit about C# and GDScript
I'd atleast recommend looking at basic programming tutorials to see if you understand those basic concepts before diving back into any engine. It's a lot easier to learn the engine if you have like atleast a programming 101 course level of understanding.
>Last idea I have is simply to allow a unit to attack a second time after a crit
ironically, i already have that mechanic as a separate derivative attribute. it's a much smaller chance than a critical hit and it has a random chance to happen whenever you take an action.
>I'm myself working on a turn based rpg with no rng involved, so there will not be any critical hits in mine. What's the name/blog of your game so I can follow that ?
i don't have a blog, but the name of the game is probably going to be Hellbent as tribute to a game i lifted a lot of inspiration from, Hellmoo. i'm looking to release an alpha build sometime later this month, at which point i'll probably put some kind of blog up if people get interested
i don't really understand the concept of doing turn-based gameplay without any form of RNG, seeing the vast majority of the challenge and excitement in card games and games like XCOM comes from calculating risks and managing RNG to work to your advantage. but good luck to you anyway if you can manage to make it work
>left handed rifle
EWWWWW
jk user, the game looks great
He either has a highly deterministic combat based more around choosing the right attack for the right situation, or he's being a brainlet who thinks he's too good for hit / crit chances.
wall not tender enough
For couple of nights at work i´ve had an great idea for a game i would like to play, and i´ve kinda imagined the gameplay and how it would look.
I´ll get on to it during weekend.
Maybe.
I swear i´ll try!
Grinding away still
I personally enjoy the red contrast, but I'll consider removing the gray colors. Thanks for pointing that out.
question for you guys, if someone were to make a megaman battle network clone what engine do you recommend?
finished the tutorial for the galaxy mode. going to show my game in public for the first time tomorrow
hopefully nobody rapes me they like it
I started from the base concept of chess, where there's a lot of possibilities of actions every turn, with added conditions and something like 300 different builds, there's no way 2 battles could be identical. And like chess, starting choices seems to matter less than end game choices, but if you're able to think many turns in advance you could make a single health point removed turn 1 the decisive hit. The game is mostly thought for player vs player
Still on learning the basics. Studying humanities, but I understood the narrative and ethical potential of videogames. In about...5 years at worst I'll be done. Thanks for asking out
what a fuck is wrong with everybody lips?
Lookin' rad.
>bandicam
Why not just pirate fraps or use shadowplay?
>just finished a basic design document
>starting classes in 2 weeks
wish me luck bros
better framerate
The framerate in that is bad though
yep
now image it even worse
thats me using fraps
Mostly been managing the Kickstarter, but did have time to add pets and fix a few console commands like godmode.
And shadowplay?
i started to learn C# but gave up because i couldnt memorize everything and my keyboard doesnt allow for easy use of [ ]
started last week, got movement and an unfinished basic blockout of a beginning area to fuck around with so far. also a 120 fov mode for the fun of it
im ""rocket"" jumping in vid but theres no effects yet
I would recommend quickly testing out a few engines to see what works for you. Not everyone finds the same things to be intuitive or favors the same sort of workflow. That said, I personally would use Gamemaker Studio for pretty much any 2D game.
never heard of it
Just started work on it last night, granted it's gonna be more of a learn how to do things and keep practicing kind of project.
The idea is pretty much based on Mechscape, the sci-fi game that Jagex scrapped entirely. I have a bunch of things planned out for basic skills/combat, but for now, movement and camera are the focus.
The camera will move with the arrow keys, the player moves by clicking things with the mouse.
It's the thing nvidia's geforce experience uses to record, it's quite good.
I don't have a job. And I'm still not going to work on my game. I don't even know why I live anymore.
And how's the kickstarter going?
Fucking sucking, because I have a trip in two weeks I can't complete the game I wanted with a VR headset I was lent from my rich-fag friend.
I want to make a game with it so, I got two weeks, my ideas so far is....
Hand Holding simulator and thats it, you user's got any ideas for a two week VR game I could make?
Runescape-esques are good.
I'm trying to learn GameMaker Studio 2 and wrap my head around pixel art.
Trying to make a simple dragon quest -like rpg.
Good. Close to $5,300 and went viral on imgur a few days ago.
>you can still easily learn to make games like undertale in a year or less.
At age 25? Sure, but you won't, and no one ever has
>Mechscape, the sci-fi game that Jagex scrapped entirely
I didn't even know that was a thing. Scifi Runescape might be cool. If you're new to gamedev just manage your expectations and don't burnout because you're trying to do stuff that's too difficult.
It's a rather small thing but I'm really bothered by how the weapons rotate but don't have actual joints that would allow them to rotate.
age only matters because younger people (late teens-early 20's, esp. neets) tend to have more free time and creative drive. if you still have these things then it does not matter
all these dummies that think 25 is too old for anything are either zoomers or quitters, 25 is not 'old' by any means, not even close
They do, I just haven't attached the models yet.
I'm not really planning on making a full MMO, but I do want to try and get things like clicking things and getting xp for it. I'm going to go a step at a time and see where it gets me. I'm probably gonna work a chunk at a time and eventually make a script to load chunks depending on where the player is.
>RPG
>Write up story draft
That's about it right now.
You utter retard do you even know how Minecraft was created?
It's also not my first experience in game dev, I made 2 month-long dev cycle VR projects last year
>I'm not really planning on making a full MMO
That's good. Networking is a pain in the ass. I think even a singleplayer sandbox rpg in the style of runescape might work. I don't think there are many games like that in the market.
That's kind of the plan at the moment. I've played the Ironman mode again and there are lots of ways that make the game interesting even in an effective single player mode. And since I'm not just purely recreating RuneScape, I can do a lot of different mechanics and things to try and make something unique. I have my skills already planned out on a basic level, but like for instance, I want to have a "Foraging/Harvesting" kind of skill that focuses on all sorts of materials how Mining and Woodcutting would work. The difference would be that when encountering new materials, you'd get immediate bonuses for first time discoveries which would be tracked in a log as well as speed up some of the more boring points when you don't have anything in particular unlocked. Kind of like Invention works on Rs3
Still working on my waifubot
How does she look?
Is it based on Drossel von Flugel?
No breasts?
yeah pretty much
They come later
U h cute af my guy, are you making a game where you can Hold her hand?
You're doing great dude
Cool aesthetic!
I can't summon the motivation to find a full time job, let alone begin a creative endeavor
yes and more ;)
thank you very much
Can you impregnate the robot
Jesus Christ those thighs
make the game work in vr and non vr, then only borrow the headset for the last two weeks of development to make sure it actually works with the headset. you cant make a real game in two weeks only.
Well people can make games in 3 days, I think I can make one in two weeks. I want to make something simple, again Hand Holding Simulator where you hold a cute girls hand
fuck this reminded me of a game i used to play where you had a planet on the left and there were asteroids and sometimes planets coming from the left, and you used a spaceship that was always shooting. too bad it was a shitty pc game and i cant remember its name or find it
Good luck user, you're not gonna make it
How rude! DESU tho I have all the know how and framework because of my OG project just need an idea