How are your game going, user?

How are your game going, user?

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Other urls found in this thread:

indiedb.com/games/underspace/downloads/underspace-official-demo-13-pc
kickstarter.com/projects/pastaspace/underspace
soundcloud.com/mammothplant/gk1/s-wuRxX
soundcloud.com/mammothplant/gk2-boss-theme/s-68CBK
soundcloud.com/mammothplant/gk3-battle-theme/s-OTZEV
instaud.io/3Vxk
indiedb.com/games/underspace/downloads/underspace-official-demo-13-mac-experimental
janny.xyz/megaman/
picosong.com/wK6is/
app.box
twitter.com/spellfist_3d
lospec.com/palette-list/endesga-64https://lospec.com/palette-list/endesga-64
lospec.com/palette-list/endesga-64
youtube.com/watch?v=6cm_rZpGwq4
youtu.be/9uD3MYlGFA8
twitter.com/AnonBabble

>want to make game
>cant make art

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Just composed my first chiptune. It is shit, but it was made by me and this is a very special thing.
Hopefully I'll get better soon.

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look at minecraft, art is not an issue you're just a lazy faggot

>implying i could even make Minecraft visuals

you make boxes and shit pixels in gimp

Pretty good. Released a patch yesterday.
indiedb.com/games/underspace/downloads/underspace-official-demo-13-pc

And kickstarter's almost to 75%.
kickstarter.com/projects/pastaspace/underspace

Not sure where to go next, or if I should just take a break in the last days of the campaign.

Also how the hell do you build for Mac with Unity 2018.1 or up? I can't find an install option for Mac build tools, just the scripting backend.

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That's how you know you're an indiedev

making some tunes for it, would greatly appreciate some feedback

soundcloud.com/mammothplant/gk1/s-wuRxX
soundcloud.com/mammothplant/gk2-boss-theme/s-68CBK
soundcloud.com/mammothplant/gk3-battle-theme/s-OTZEV

Boss theme just sounds like... noise.

i thought the whole "now I am become death" thing was cool but...yea you're right

Yeah the melody takes too long to kick in, the balancing is weird, and it doesn't feel very bosslike

well thanks for the feedback. I appreciate it a lot

Pretty good!
It’s not unity though. It’s RPG maker.

Why?

stuck on trying to figure out what engine I want to learn, /agdg on /vg/ says godot and I got a udemy course for unreal. But im pretty conflicted. I wanna make some sort of 3d hack and slash

Godot's a meme, you were played

My rpg stat and item system is coming along alright. I got basic equipping and adding stats to your stat total done but it dawned on me that I hadn't really planned where to go from here. I think expanding the item class and making a functional inventory will probably be next. Then maybe some magic item generation.

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Coding is so boring, I hate being the only employee so much.

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It’s a very simple program that allows me to use assets and scripts/coding that others made.

sounds like Unity's getting rid of Mac. Which is good.

>build for Mac with Unity
Go into unity hub, installs tab and select add modules for your install in the dropdown to add the mac build module.

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why the fuck did i get the ideas guy curse. i've got probably more than 5 game ideas written by now and i know i'll never do any of them for multiple reasons. i hate life.

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Unity. It has the best resources and documentation.

>I wanna make some sort of 3d hack and slash
This comes later. First you have to learn programming and using an engine with smaller games.

>just make your game look like complete shit
ok

Mistacles into miracles.
The slash was not supposed to have this "jump", but it looks cute so it stays.

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>tfw wants to make a shmup with cute anime girls
>realize that I have an unpolished gimmick which isn't even that original

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Is using glBufferSubData to render different parts of my sprite sheet fine or should I be doing stuff in the shader and not touching the buffer data?

ayy that's cool altho it looks deadass like this NES game I played once

None of the 2018.1 options seem to have Mac build as a module, and I'm not sure why.

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I am indeed getting inspired quite a bit on a certain NES franchise

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>coding is boring

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megaman is obvious, but what I mean is I swear I've seen that penguin before too

I think the Mac Mono scripting backend is the mac build support, it's just named weird in that version because Unity is run by retards

Your code is only as boring as you are, user!

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Rip. Well nobody plays games on a mac anyway.

It would be better to just use UVs for your stuff.
But 2D in general is retarded lightweight if you're using Open GL unless you're aiming for an S3 Virge or something like that.

>name it differently for one version and one version only

God dammit Unity

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Still working on Osana but I like the progress I'm seeing

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I bet on some konami game like antartic adventure or parodius, as its the second inspiration.
The game is for the MSX 2 system, and the MSX is FULL of penguin references due how konami like em.

You should probably just load all of your sprites in at once. Shaders and buffers are just chunks of data that need to get sent to the GPU through PCI which is slow. You want to try to avoid doing this as much as possible so you tend to load everything in bulk and try not to touch it. I highly doubt you're going to exhaust your GPU's RAM with your sprites.

>tfw can draw okay-ish
>wanna make beat-em up
>have no idea how to make 3D models, program, or animate

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Are you going to spend all that money on a coffee machine? it's what every cool spacegame dev does

I'm frantically trying to fix my netcode. Had 4 player online play working, but Unity's built in shit has bugs up the wazoo, so I switched to Mirror and now I can't connect clients to hosts. It's just a neverending rabbithole.

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I'm going to spend it on making a game

You're one of the few devs who I think is actually making out. Your game looks great, sometimes even beautiful when I see it. 3d spacegame combat is one of the few itches that rarely get scratched by big studios.

3rd person smash clone with online? Looks really cool. Netcode always seemed insurmountable to me as well- I'm impressed you made it this far. You should keep working on it and try to finish it, don't let all that work go to waste just because you can't get it online.

>2800 to go with 8 days left
I don't think you're gonna make it

I'm sure this is nowhere near complete, but what is the tileset supposed to be conveying? There are a lot of different colors

It's a 2% chance of failure past 60%, and I'm 300 away from being "nearly funded", plus I've got a few youtubers covering it tomorrow and Saturday.

Also I... have no idea how to distribute this Mac build. Do I just zip up the .app folder?

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What is the best way to start making a game? I want to use gamemaker because I don't know how to code, but unity is what I want to use once I do. All tips are appreciated, tia

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Okay, I'll not be a lazy fuck who somehow wastes 1:00 - 4:00 and actually work then.

I keep just masturbating :(

It's a "5 minute test tiles".
But i wanted to test a cavelike tile and some more "robotic like".
Also there's quite a lot of vertical shading because the tile format is 2 colors per tile line. as in, they're 8x8 tiles, but for every 8x1 line i can pick two different colors.

I use an el captian MacBook on 2018f3.6. Is it hard to port onto Windows?

>implying anyone here uses a mac

Looks good keep it up

Learning to make a character controller.

Is every youtuber canabilizing each others tutorials? Everyone makes the same damn code and rarely goes for something a little more nuanced.

just learned GML but the idea I had of the game shifted to 3d inside my head and it looks way better that way...

shit now I have to learn unity.

Thanks, will do.

Thanks for the kind words user. I'll try to finish, at least a F2P version for Steam.

I use a mac for my day job. They're great for web development.

But to play games?

There's no best way to any of this really. It just takes time and effort above all. If you want to learn programming just learn a programming language. The most important thing is stop spending time asking people about it and just doing it.

Yeah, they suck to play games on because of the poor GPU, so I always need to crank everything to min settings. I still appreciate when games have the option for when I'm away from my Windows desktop though.

Post it on reddit's /r/gaming with one of those generic sobstories, it'll get tons of upboats

Making art assets is suffering. I would be fine with everything I make looking like shit if it didn't take so much time and effort still.

I would follow a tutorial to make something simple in order to learn the basics, and then just go from there. Gamemaker has extremely good documentation and is easy to work with in general, so you should be good to go once you get the general idea of how to create a game.

What the fuck do people do about music?
>music for commission on fiverr is all EDM shit
>audiojungle is a wasteland of corporate jingles
>gamedevclassifieds is entirely 8-bit midi atrocity
I am too musically disabled to into garageband and I'm already doing every other job. I just want to commission some down to earth tunes man, I have money to spend why is it so hard?
>just browse soundcloud profiles bro even though the site is impossible to browse, 99% zoomer nu-rap, no way to filter or search by artists accepting commissions and billions of profiles
Why is it so hard????

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I learned programming by making Newgrounds hentai games in Flash. I would recommend you just download Unity and follow whatever tutorials you can. Experiment with shit once you learn some basics. It will be hard but fun and rewarding.

I guess what I'm looking for is the starting point, what good does knowing the language do me if I don't know where to start? Assume 2d platformer, level first? Character movement? There's a lot, I'm ready to devote stupid amounts of time but there's so much I would like to block most of it out and focus on one thing, where should I start?

What kind of music?

Download the Unity example projects and add your own stuff to it.

How are you having trouble finding a musician? They approach me constantly.

instaud.io/3Vxk

Intro to a boss battle song from a game friends and I are making. Gonna add strings and a bassline. You fight this boss on a neon dance floor.

Thanks all, is there a good resource you recommend for tutorials or are there any YouTube channels you recommend?

I want to make a game that looks like you're playing a 90's anime episode, how do I achieve this?

Have an actual vision

It's an mmo, but it plays like the old arcade hit dragon's lair, and half the time you have no idea what's going on but clicking everywhere makes things happen.

How do you people get motivation to do stuff. I've been trying to draw a teapot in OpenGL for 2 weeks to no avail.

Learn to Google.


Brackeys
Blackthornprod
RomiFauzi
BurgZergArcade
PixelMake
Wabble-Unity Tutorials
Mister Taft Creates
Lost Relic Games
InScopeTutorials
Bardent
Board to bits
Games plus James
Gucio Devs

A lot of these dont post anymore, but left a lot of valuable info to sift through and Frankenstein a game together.

Protip. Type in the game you want to make + Unity to find the tutorial you want.

I found tutorials for resident evil, star fox, and streets of rage.

The rest is up to you guys.

I want a Contra with RPG elements.

I imagine my old group of friends playing my game and thinking I’m cool again. Once I get something implemented I play it over and over and tweak it to my tastes.

Why manually use opengl rather than use a game engine? That is way too tedious and would demotivate anyone.

The answers are in the list I provided. I'm not going to spoon feed the rest for you.

Where did you guys learn how to code?
Or what programs do you use?

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That was not me, but thank you for your list it will not go to waste

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You're at 75% now

I just started again

just lookup tutorials for whatever you want to make and then if you wanna do something thats not covered in a tut you just google for relevant things like "do thing after holding button down for 3 seconds unity" and you'll find something eventually

as for coding in general theres thousands of books or online courses for every popular language

Sounds pretty cool, but it's too quiet to be a boss theme, maybe increasing the tempo would help. But it actually depends on the type of game, so...

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Is it worth changing to unity from GM for a 2D game? It seems that I could do stuff like lighting and visuals effects more easily with it.

Bump

What programming language is best to learn if I want to make text games or VNs?

Yes it's worth it in effectively every way except ease of use

You need a Mac to compile onto the Mac platform. Apple has this really funny thing called XCode that wraps your unity executable in the only thing that will let Apple products use them.

Yes it's retarded. I'm so sorry

shotgun to the head you cancer

Renpy is supposed to be really simple and useful for VNs.

Literally any programming language can output text to a command line, but Twine is the most popular program for text games currently and is actually pretty good

For VNs, check out Renpy

Yeah, I found it and got it built.
indiedb.com/games/underspace/downloads/underspace-official-demo-13-mac-experimental

I have no idea if it will work but hey.

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I already have some stuff done in GML code, do you think would it be hard adapting it to Unity?

Working on a first person beat em up with the protag being a teddy bear and the enemies being sentient evil candy, its supposed to be a metaphor for how the sweet things in life can derail you from reaching what you truly need but can never achieve so you just waste away in excess. Also I'm not a coder so well see how shit this spaghetti code will be.

>I like the progress I'm seeing

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>online unity game
Are you using the deprecated UNet or the unfinished replacement?

Same

>I'm not a coder
why not just learn

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>spaghetti code finally breaks game
>no will to try and fix it
>no will to redo everything from scratch

Who invited smug loli

Bump!

I made breakout!
I wrote in C with SDL for graphics.
Took a couple of days and the spaghetti is pretty strong but I'm super happy I got it working.

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Been playing a lot of VR Kanojo lately. That's the only Unity I've touched this mouth.

Could I face legal troubles if I were to make a Yandere Dev Simulator

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Just don't use his actual name

Play my mega man game I'm working on! It's my first project I started in gamemaker and I'm figuring out multiplayer soon for megaman royalethere will be quint skinsjanny.xyz/megaman/

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2 and 3 go to the same stage

Nice Job user this is where it starts. Keep working at it, getting better, and remember no one codes their own engine.

i have a nice little roblox game that I'm releasing sometime soon. Should be fun

Will post vids if some are interested :)

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Shit you right reload the game I fixed it. Snakeman I'm still working on now so his stage is a bit fucked up

But writing the engine was the most fun part. Doing the graphics stuff was really interesting even with the SDL abstraction stuff.

Use aseprite or something if 2d

Meet people who can

These characters look so fucking retarded.

What's the easiest way to make a shmup game? I already have a bunch of art and designs, but I hate programming

>want to build a house
>have no idea how to draw up blueprints, use a hammer, or use a tablesaw
first best time to start was 10 years ago, second best time is right now.

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Try sites like udemy, skillshare, etc...

Damn I was feeling good until I saw the Underspace kickstarter. It already has that sense of wonder and exploration I want to instill with my game, but I still have to work on EVERYTHING to make that happen.
My game also feels suddenly more smaller, because you are just a person running around and it's deliberatly low resolution.
I'm working on my vertical slice to get maybe funding, either through Kickstarter or otherwise. But I feel like I'm still missing so much, on the content side mostly.
Right now trying to get something going in Blender 2.8.

As someone doing a Kickstarter, seriously think about whether or not you want to do a Kickstarter, because before you do that Kickstarter you will spend a large amount of your waking hours preparing for that Kickstarter. And then for a month you'll be on edge constantly because of that Kickstarter that's now running.
I'm not saying don't do it but seriously consider your options, because it is a commitment.

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Yes, I'm thinking about that, thats why I consider alternate routes like the Indie Fund. I am preparing myself for that it's gonna be a lot of work, but it also seems attractive to pretty much get already sales and some hype going maybe.
What worries me now is that my Kickstarter will probably look less impressive than yours, and I need prob more money to pay artists and a musician, as well as funding myself to work full-time.
Your game looks great btw.

Thanks.
There's always the option to seek out a publisher, and many fund up front (though the thing is they won't do much for promoting your game), but you always have to consider what you'll lose, as they'll take a percentage of your profits and give out free keys of your game as promotional stunts.

You should show what you have

I'm learning the basics. What about you?

>bought rpg maker
>don't know what the fuck im doing
Im gonna try figuring out what I know best, creating art and seeing how it goes

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It's pretty much a little bit beyond prototype. I need to build at least some parts of a proper level to show it off and make some assets.
Yea Forums is mostly gonna hate it I think, not gameplay but aesthetics wise.

I would be ok with 20% for the publisher, or 25% in the case of Indie Fund. Now that I think about it Kickstarter backers would get more percent off for their game.

I wish Lumberyard wasn't terrible and actually had some meaningful updates.

Alright, I was just curious. Good luck!

got some good progress this week
finished an arming sword model with it's scabbard
walking animation almost ready
added belt with holder to tunic
started working on the gambeson

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Currently learning Blender to convert 3D models into sprite sheets, because I don't have the patience to draw hundreds of animations for a top down game with 8 directional movement.
Thinking about switching to complete 3D, but I prefer the 2D aesthetic, like Supergiant do their games, where it's a mix of both in a clever way.

Just picked things up again. Starting from scratch again with new ideas again. Need to rush back through learning Blender again. Need to learn to code again.

May actually make something this time.

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bump for nice thread

I really should get going in Blender.

i actually played it last night and for the first time i think i was pretty interested in it. this is somewhat notable since i haven't really enjoyed the game yet, presumably because i made it myself and have thus "seen" everything already.

i might actually get a playable build out this month. the game is already playable but it's probably a little incomprehensible to anyone who isn't me, and it just needs a bit more content to feel like more than a demo

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Any artfag or whatever here have any advise for creating geography for a world? Like where hills go, paths rivers take, mountains and plateaus, beaches and harbors, things like that

Because getting a smuck to fall into the pit of endless desire with you is better than having to learn code and create all the art assets

>Paths Rivers take
Towards the ocean. They don't split, they merge.

That's all you really need to know.

I need the rights first to use a dead IP from my childhood that no one played

this looks nice user

Just introduce players one aspect after another of the game. First to move, then to shoot, then items, basic tactics etc
And the biggest important thing is to sit test players (with no prior knowledge) in front of the game and see what they do.

It might be just easier to make a spiritual successor/"homage" and make a new IP.
I kinda want to do this with Ecco the Dolphin at some point.

I was more thinking the way a river will flow through areas with softer soil and just end up all wibbly wobbly before it hits the ocean, I didn't want the path to be arbitrarily drawn

I honestly don't know if its possible either since, the original company has been dead aince 2004 which is why im looking into it.

Is it possible to make 2d porn games on unity? Really want to get some juri han or chunli Jessie from Pokémon action going

It might be in some obscure ownership of some insurance company or something. This was actually the problem with System Shock.
Maybe you get the IP for a dollar or so, but the hardest part might be to do the research.

Just look at real life photos and maps of rivers.

Or straight up copy the photos.
I can't imagine there would be many people that say 'holy fuck, this is the Gaoping River in Taiwan'

yeah i haven't gotten started with tutorials. it seems time-consuming and annoying to make one of those

>type in just janny. xyz
>JIMMY JIMMY
I wish you the best of luck user

Pretty much done with a menu track. Not sure if I'll keep it, but I think it feels good. Feedback appreciated.

picosong.com/wK6is/

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Is it a physical attack that negates projectiles

If the Kickstarter fails I'd just like to say I like your game.

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>work at unity
It's pretty based desu. Free snacks, treats and drinks, even alcohol. Great hours and bigger salary than 95% of people in my country.

As a dev or something else?

Breeding sow

Something else, I couldn't code myself out of a wet paper bag.

>even alcohol
That would explain a lot.

I don’t make games but I make music:

app.box dot com

/s/5by3tyzhbo52nduabo5d47fscxjtpqag

I'm finishing up a base pass on the new part of the level. It's a complete grind and there's some weird stuff going on with tiny meshes not being culled, but still progress.

Take a look at what's else is in there twitter.com/spellfist_3d

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Dont start a kickstarter expecting to get 100% of your funding from the site alone incase you had that impression.
Majority of your funding will come from the audience you build up long before that. So make sure you're showing your work and getting people excited.
There are loads of tips on how to make a good kickstarter.
I read someone from kickstarter say they don't promote projects that have those 'funded in 30 minutes' stickers on them.

this thread is so depressing. every game that gets posted here is just a shitty copy of an already seen game concept. you're all pathetic plebs.

Weres your game fuck head jerkface

Your game is cool. Any pointers how to start making a 3d action game? I feel like every time I try to implement real time combat in 3d it feels like shit unless it's an fps.

I'm not gonna post it on this shithole where plebs give me pointers on how to make my game more bland. no ty.

not good, too dumb to learn programming

>25% to go with 8 days left
>I don't think you're gonna make it
You don't know what you're talking about

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Idea guys, please spit out your ideas, I need "inspirations".

Hey fucker. I make music of all types. Hit me up.

[email protected]

I'll increase my pledge at the last moment if you're short. I'm sure I'm not the only one. This nigga dumb.

Well that really depends. Non-shooter combat is a lot of testing and sort-of faking it, mostly with giving player swords and such, things that have some range and swing, to make up for the lack of precision you get with fast-moving short-range combat, there's also the disconnect between what player expects to hit and what the developer actually hitdetects, so you'll get these insane arguments on games like Chivalry, just because you feel like you should be doing damage in a particular way.

I suggest starting out with finding the active range that feels right, the ratio between the distance to the enemy where you think you're in range and the animation/hitdetection perceived range.

I've found that having the hit go a bit farther doesn't cause any disconnects, and other games also do it, and if all else fails, just add the same sweeping hitdetects as regular sword combat.

Then the other big problem is that the closer the thing you trying to hit the more you have to turn and react, as opposed to FPS, where the target is some ways away, and you usually keep it in crosshair way easier, so findign a way to aleviate that would also help add smoothness to the action.

i'm also not a big fan of touching the camera rotation (especially roll) unless player specifically made an input for that (see mirrors edge or breakdown, rolling there never caused anyone to throw-up), but a camera shake in first person goes a long way.

Generally make the player more aware of the surroundings via HUD or sound, since having short-range first-person combat brings this sort of claustrophobia that makes you jerk your mouse around in a non-fun way.

This is kinda what i've gathered from my research, hope it helps.

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Yes

third person shooter themed around elementary school recess.
Starter guns are just your hands and sound effects are all vocal, aka "pew pew pew" types tuff
Powerups are busted shit that kids come up with like being on base, having an invincible shield if your fingers are crossed, telling on you to the teacher to get you put in timeout, stuff like that.

I imagine it having a similar vibe to gotham city imposters

Reminder that your game is irrelevant if the underlying codebase is trash that doesn't comply with the ISO C++ Core Guidelines and isn't architected extensively with the appropriate game development paradigms and patterns used where appropriate. Good warning signs of this are people who don't enjoy programming, call programming coding like some sort of ingrate or heavily focus on hipster onions trash like "art" and "music" instead of logic.

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Started to learn code, realized toon logic makes a game feel a lot better.

I'm in over my head,but my desire outweighs how foolish and dumb I am atm.

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see, your taste in memes just proves my point

you have no idea what you're talking about, mr. first-semester computer science college student fag.

Quick question

I'm thinking about using this art palette for the game, only 64 colours. High contrast, high saturation
lospec.com/palette-list/endesga-64https://lospec.com/palette-list/endesga-64

What do you think Yea Forums?

cope harder

the coding you need for making your own game is the most basic shit immaginable plebbit. Too bad your concept of programming makes you just a man for hire with no creative potential whatsoever. enjoy the rest of your boring life jumping between one meaningles it job to another where nobody will ever respect you.

stay mad

I'm thinking you have never programmed a game. It's card houses held together by glue.
Programming an engine is a whole other matter and requires more care.
And I use "paradigms and patterns used where appropriate".

Continue telling yourself you're better than the plebs on this shithole who would rather shitpost than post his vidya

>call programming coding like some sort of ingrate

this. i personally also detest people who call the creamy beverages served at mcdonalds "shakes" instead of partially gelatinated non-dairy gum-based beverages. you don't even shake them so how could they be "shakes"

This guy gets it
You won't even be able to buy my game until you send me a link to your personally curated meme page so I can judge whether you are worthy enough to play my masterpiece

>so you'll get these insane arguments on games like Chivalry, just because you feel like you should be doing damage in a particular way.
I totally get what you mean. First person melee in particular has this weirdness about it. I need to try out making the attacks go further than the actual model reaches. Overall interesting insight. I will try to apply this on my current project. Thank you.

You do you. I'm gonna be over here not giving a fuck about my coding and making bank from actually selling a game that's fun to play.

screwed up the link
lospec.com/palette-list/endesga-64

I think they look neat. It's gonna be low res textures on low poly. I had some (shitty) textures already, but will try to make new ones exclusively using these colours.

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i think you can generally program a game using programming guidelines and stuff, but what you end up with is a well-designed program, not a good game. if you want any kind of special feature that breaks your existing ruleset, like make your character jump in a different way when the in-game moon is full, then you either have to constantly rewrite and bloat your codebase with new frameworks for the features you'll use once or twice, or you take the faster and simpler route and spaghettify your code a bit with unique exception cases. i can't really see a better way around it.

Can't you just convert the image into your selected pallette?

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Getting there

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if(attack == 'yes'){
health = health - damage;
}

You could write extremely modular code so that you can easily implement those new features but it's a lot of work and planning ahead and often it's hard to plan so far ahead when making a game. You'll end up either rewriting a lot of your code or those spaghetti solutions.

[code]
if(attack){
health -= damage;
}
[/code]
Made it better for ya

Why are you reducing your own health when you attack?

That's why I'm not a programmer.

>1200fps
might wanna fix that, if a game has uncapped framerate and puts my GPU to 100% load immediately after launch I just uninstall it

>If a game has an uncapped framerate, which is great, I just uninstall it instead of turning on vsync

Typical intelligence of a Yea Forums user.

I wanna make smooth jazz.

Just tried now to convert an old texture into the palette with gimp, but it just scrambled it. Maybe Asperite can do it better. I think it will require a little bit more work, but I need to make new ones kinda anyway.

youtube.com/watch?v=6cm_rZpGwq4
this is what I kinda wanna go for for the look, with more lighting effects

I’m not creative enough

I wanna make smooth jizz haha

Just pre made assets it won’t look original but at least you made a game

so i would describe it as PS1 low poly with SNES textures, if that makes sense

You got to find some poor suckers with coding skills but easily manipulated to work for you

turns out when you make everything yourself it takes fucking forever
who wouldve thought

I’m having trouble getting people interested, I’m in a chicken and egg situation. I desperately need funds to improve the graphics and flesh out the levels more so it looks more appealing, but nobody seems interested because it doesn’t look appealing

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Like some japanese artist they rip other classic music just do it subtle

This example just
a) reminds me more of void bastards than any PS1 or NES game
b) seems completely redundant, since the pixelated textures are not used in any meaningful way, and can be easily replaced with a smooth vector-like texture a-la Void Bastards.

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Why is moving along the rail so jittery?

Sounds horrible

I want to make a superior Minecraft clone, but I don't know where to start. I don't even know which coding language to study.

That example is too high poly for the pixellated textures to work

>procedural rails
That is exactly something I wanted to make.

In no way is having a game run at 1000+ FPS "great". Before you even chime in with a comment about responsiveness, remember that vsync fucks that.

Capped framerates that you can set are infinitely better.

i capped it 300 fps some time ago. i had it running at unchecked framerate to check if the technique i was doing to render fog was affecting the framerate at all

Day job always in the way this year. Every time I have some free time, something bad happens and eats my time/energy. Fuck, I should just switch my phone off. Already deleted all my social media years ago.

And that's why you'll never make a superior minecraft clone.

If I can get away with making it even less poly, I'm glad.

A comic look like Void Bastards was definately something I considered, but I had a pixelated look in my mind from the beginning and think with some additional effects the low res can look very unique. What do you mean with meaningful btw?

Working hard on the demo

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Because I’m an amateur lol. This webm and that one are from an older build, here’s a video of a newer one

youtu.be/9uD3MYlGFA8

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attached: a scrambled texture

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This style could be nice but it desperately needs some shading and and 3d shadows.

I’m open to collaboration, I’ve been doing this all solo so far

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Started out in GameMaker like a week ago. Done a lot of work on player movement and it's been really easy and fun so far, but I can't figure out how to make a dialogue system and menus, and tutorials are either not what I want or not helpful at all. Ah well, at least I actually began working on my own game.

Vagrant Story used the the limited triangle budget to use UV space in such a way that worked ideally with unfiltered low-res textures. It allowed sharpness and detail, despite tiny sizes and it looks good even today.

Your example does not do that, clever use of pixelated textures, would've been to unwrap the diagonal edges and vertical edges as one line, so one line of pixels would follow the silhouette and keep the sharpness.

Metal Gear Solid 2 did this perfectly, all of their Big Shell assets look crisp without texture filtering despite the resolution.

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this is the only one that looks mildly interesting in this whole thread.

Here's unfiltered MGS2, i managed to find only tanker in a quick snatch, but looking at Big Shell and the textures for the environments, it's an ingenious work.

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All shading and shadows in texture only sorry

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Thanks these are great examples. I wanted to take Vagrant Story already as an inspiration how to do this.
>Your example does not do that, clever use of pixelated textures, would've been to unwrap the diagonal edges and vertical edges as one line, so one line of pixels would follow the silhouette and keep the sharpness.

I feel like I'm a brainlet as an artist to apply this or fully understand correctly (yet).

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To be fair, i've only seen japanese devs use it properly, and even when you get the idea how to do it, lining up the uvs for pixel perfect stuff is also a gigantic pain in the ass, maybe there's a tool for that, but i've never seen it.

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Learn how to code through game maker, cause you are not gonna find many drag & drop tutorials. GML is not that hard to learn and once you do, its a lot easier learning other languages

You gave me an idea, now that I played around a bit. I could make simple vector like textures in higher resolution, and then give the option to play in low resolution (which already exists) to get that retro feel. Only thing is that I have to make sure everything looks good in both "modes", but it also might draw people in that might get turned off by low res retro.

Know that feel. I can art but not code.

Is baking normal maps really that important? Can I have semi-decent realistic visuals without baking normal maps? Cause that would save a shit ton of time, not having to make high poly versions of everything. Mind you, I can still get normal detailing without baking maps. I can just add that on top of my unbaked low poly in substance painter or something.

Unity scriptwriting is very intuitive and has A LOT of online tutorials and forum problem solving. There wasn't a single question I couldn't find an answer to regarding scriptwriting. I'm not bragging but I went from knowing nothing to being comfortable with Unity in 2 years

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Baking normal maps is AAA territory and/or just for if you have a dedicated artist
if you're 1MA the time isn't justifiable and you should be going smaller scope

Use getting started tutorials. And figure out what you need when you come to it.

Anybody use UE here? How is it?

Yeah but can I still aim for realistic visuals in UE without baking? Did anyone try doing unbaked AAA? I don't even know what it would look like, I don't think it would be that noticeable.

TF2 works without normal maps and just uses vertex normal 99% of the time.

If you're asking this question, you definitely need to learn what is a normal map and why do you need it, make a few assets as the industry doies it. Not some generated from image bullshit, but from a proper highpoly and then make a PBR material to see what it does and why it looks that way.

After that you can decide if you "need" normal map or not.

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It's okay, getting a decent outdoor lighting settings has been a pain for me.

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Are you calling "baking" normals just having a normal map texture, or literally doing a ultra high res sculpt for everything, then creating a lower poly mesh on top of it and doing a literal bake of the high poly mesh normals onto the lower poly version?

Yeah, i hear lighting goes fucking bonkers sometimes in UE4. Hope you iron it out

>literally doing a ultra high res sculpt for everything
Not a sculpt, just a high poly. Pretty sure that's the general pipeline for everything now. You make a midpoly, then LP and HP out of it. HP doesn't have any additional detail, it's just smooth. Then you bake HP on LP. The end result is your LP has smoother edges and can almost pass for HP. Problem is you waste a ton of time to get that small effect and I think I can get away with not having it. Can I though?

user you're the one who doesn't understand what the point of baking is. It's not there for adding normal map detail, it's just there to give your LP a smoother look. It can have additional detail, sure, but even without it modern studios would still bake everything except for buildings. At least that was my experience

If the pipeline is easy enough to go back to later to do the baking, I wouldn't treat it as a high priority

Prototyped few mechanics examples for keks and learning over the years. None of them got any traction unfortunatly :( Have this idea of using any one individual moba "skill" as the focus of the whole game.

I honestly can't recommend it to an indie or a hobbyist gamedev. It's fine if you're using it as a studio because you can afford to have someone whose job is to mostly fix stuff in the source of the engine as they come up throughout the development. If you're working alone or in a small team you'll most likely have to wait for months and months for bugfixes or do shitty workarounds for them.

You sound like you're an artist. Try it out.

Level design is more complicated than I thought.

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my "game" is ok
it's probably absolutely disgusting coding wise, but if it works, it works

>architecture drop out

still got me triggered with that mess

enlighten me