How's that game coming along? You are putting your energy into making a game instead of bitching about existing ones aren't you?
How's that game coming along...
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I'm putting my energy into playing vidya, no one needs a shitty game from a guy that can barely make a simple dungeon generator.
ok who are you? Surely anyone who's been making this thread every day for years has made a game or two, right.
Let's see it, annoying mystery nigga.
It's coming along nicely thanks for asking
I need to ask /agg/ whether to switch to Zbrush because Blender is chugging for me at the amount of polygons this fag has, and how the fuck do I make scales efficiently. Among other things. I keep putting it off though.
I've actually never made this thread before. I just didn't see it up and I wanted to see what the other /agdg/ guys are up to.
Nah I stopped.
It was hard to keep up motivation when I was animating stuff.
I wasn't entirely happy with the plot and stuff either.
Point and click adventure games are easy to build mechanically, but man, they are a proper slog to make due to the sheer quantity of animation, art and other crap.
I can see why most cunts who make p&c games just make games with monkey island or kings quest tier graphics.
It's not coming along. I know everything about Blender but still can't make anything.
What do you think of 2.8?
If you're looking for a scale alpha to use you can make your own textures within blender.
Or if you're looking to put scales physically on top of your sculpt then I'd make a copy of your high poly mesh, hide the other and decimate the visible copy so you can use it for reference without your machine dying.
I need to upgrade to 2.8
I only ever touched the alpha version awhile back and I found it annoying to use because of the monochrome buttons and different placement of options but the renderer was really efficient. But I heard everyone loves it so I don't know, maybe it's better.
I wanted to sculpt the scales in and bake them onto a normal map eventually. Is Zbrush better optimized for sculpting? Cause whenever I see videos of people using it they seem to be working with a hell of a lot more detail than I am in Blender.
Not. I'm taking advantage of summer vacations to practice.
Also both of the games I was making aren't planned enough so they're chugging too much.
At least I made something for the GMTK jam and I'm gonna do something too for the UE4 jam in a couple hours.
There's a different sculpting branch for 2.8 that has a lot of utilities and is going to be merged down the line, I'm not sure but the performance might be better.
Zbrush is definitely better than Blender at handling polygons, I can sculpt millions of polygons on my laptop running off its battery, without any performance issue while Blender will just shit itself.
Regarding scales, I think it might just be a better idea to do them in Substance Painter, it just seems faster to author, and I don't really see how you'd get the correct colors with just geometry.
The only productive thing i've done this week is create a shitty csgo skin. I mostly make maps for source engine games though.
Still struggling making fucking shoulders bend correctly. I just want to give up and make the arm / chest two separate object at this point.
Go into weight paint and make sure it's weighted correctly.
Coming along well, thanks for asking.
Way faster than I thought it would, too, although I haven't done anything really hard yet like enemy pathfinding.
Blender 2.8 has gotten much more efficient in every way. However like Said, zbrush has crazy efficiency when handling high polygons. If your machine can hold down the fort then you can probably get away without learning a new program, but otherwise zbrush is King of sculpting.
Im making a character with blender and im stuck. Should I wait until the low poly mesh (retopology) in order to make the interior of the mouth and eyes? I mean, should I just sculpt a good loking closed mouth and eyes and then animate them in low poly?
Do it. It won't screw up your 2.79 stuff.
There's a few changes I had to get used to but now I can't go back. The tab and layer system is fantastic
2.8 is magical but you have to relearn a lot of stuff.
Finally got all my current tiles added to my tile pallette's(after unity finally updated to support it) and my different grids setup and can start building the world.
What are you using it for? Will the character have an animated mouth?
Model yourself a good cave and some lips then make teeth and tounge as a separate object
I hear as much, but damn I barely know my workflow now I'd hate to take the time to relearn it when I'm shitting out my sprites constantly right now.
Already started watching Unity engine and Blender tutorials! I'd say that's a good start, wouldn't you?
>Zbrush is definitely better than Blender at handling polygons, I can sculpt millions of polygons on my laptop running off its battery
Well then I got my answer. Too bad now I'll have to learn what looks like the worst UI I've ever seen.
>Regarding scales, I think it might just be a better idea to do them in Substance Painter, it just seems faster to author, and I don't really see how you'd get the correct colors with just geometry
Not sure if we're understanding each other, or maybe if I'm misunderstanding the function of Substance Painter, but I wanted something akin to this level of detail in the sculpt. I imagine painting it afterwards.
Can normal maps alone handle this much detail or do I need something else? I am a newbie retard by the way.
Are you utilizing the tutorials for your own means or still sticking to the script? If the latter it's not a good start.
Yeah im making a character for a unity game that can move his mouth, should i model the cave in the low poly v?
My image fucked off, sorry.
I’m going to Super Smash Con in five minutes to show off my game. Not sure what to expect, and hoping it doesn’t glitch out and break.
Depends on how much detail you need. Is this for a game or a movie. If it's a game you can absolutely paint it on. If you aren't happy with the results you can always go back and sculpt it in. Do you want a scale pattern like on a snake or did you want it sticking out everywhere
My comment was to early. Honestly due to how his scales cover him you can decimate your model because you won't need much of the topology you have. Everything is covered in scales. You should be able to do that in blender alright.
Automatic weights doesn't detect the shoulder correctly ( maybe because there's not enough vertices right now ) but I don't want to endlessly add loops without understanding how the software will move the vertices. I did a lot of tests on a plane to see how vertices "retract" and the result was never the same. I'm still questioning myself if modeling in T-pose is best way because right now it just adds a lot work.
Looks like fun. What's it called.
I was but something else came up and then I didn't touch it for a month, then the idea of going back into the spaghetti gave me the fear and a month became six months.
working on it
Normal map should work fine for something like that. Although if you plan on having it run in real time in a game engine you might not be able to get quite that high detail on the model (having the scales actually physically stick out might create a pretty high poly count.)
You need a shoulder/clavicle bone. Otherwise you just can't deform it correctly.
Or you can hide it. Like wow and its huge ass paldrons.
It's not that big of a change if you take 30 minutes to change the keybindings back to what they were.
Zbrush's UI's bad but at least it's modular and you'll be spending most of your time sculpting anyway.
Normalmaps can't create "geometry", they only tell the incoming light vector that the surface is angled differently than what it should be, which shades the surface accordingly.
Heightmaps/Displacement maps can be coupled with tesselation in order to make the geometry pop out, I think they're appropriate in this case.
Thanks, it’s called Steelpaw. I fixed the netcode and gamepad support last night at 3am so hopefully things go smoothly.
Comment your code. All of it. Even the most retarded parts. Every single line. Comment it like you're teaching a mentally challenged monkey, because you are.
Working on the action-y bit now, have the skeleton of a town that will be fleshed out eventually, general gameplay taking place in procedurrally generated dungeons. Once combat works Ill get on a class system, whip out some spells/abilities and then Ill find someone who can do art to replace the MS paint placeholders Ive been using
Post it on here when you launch my dude.
Everything makes sense within each compartment, but the large-scale architecture is a frankenfuck and it's very hard to find advice on how to organise the software as a whole for something as bespoke as a game where there's no one size fits all appraoch. Programming tutorials show you how to cobble together stuff quickly so it just werks and throw scalability to the wind.
Thing is, if I try to handcraft scales, even at this level, they look shitty and low quality. Something like this youtube.com
I've seen some examples on youtube with alpha but it seemed kind of uniform and not very good either.
It isn't really for either, mostly for practice and fun.
I'm fine with lower level of detail and protrusion isn't necessary. I'll be satisfied with just the base effect of light hitting the scales looking right. The example I posted is more detailed than I'm planning.
>Heightmaps/Displacement maps can be coupled with tesselation in order to make the geometry pop out, I think they're appropriate in this case.
I recognize the terms but this is all new to me. I'll have to check those out.
Thanks for the help, everyone by the way.
Eishi what are you doing here, get back to work!
Is it just keybindings that changed then? I thought menu's changed.
Fuck off am lazy
So I should do a high poly char, then retopo and then do the interiors after? Thanks btw for everything really
For sure man. Sounds like substance is the way to go for what you need. It may be a hassle but it'll be worth learning and the model will be optimized for whatever you need
Any good resources/tips for planning/working out a fighting game?
Viewport changed for the better. There's a handful of keybindings that are different. A is no longer select and de-select. It's alt-A to de-select. Left click is default but you can just change it back.
Eevee is an incredible time saver with great results.
The tab system is a far better layout.
Cycles is 20%? Faster.
A materials tab is in house. I think they're trying to compete with substance eventually.
It's worth checking out at least. It's not too hard to transition. Just watch a few videos
I need to learn how to retopo and it terrifies me. I've basically been shitting out my in game sprites of inanimate objects because I'm scared of NPC's/enemies.
Werd I'll check it out.
Just gotta do it. Your work will suck, you just have to try to make each one suck less than the last
you can't make me!
I'll check it out for sure, Zbrush too. Too bad I have to put it all on hold because of my shitty uni project.
So Ive started working on a game a couple months ago using mspaint placeholders (have an artist on hand but I dont want her actually involved until the base game is ~80% done). I have a lot of the non-combat work there. Whats an engine (any language works) you like for a tiled turn based combat system? The action of the game is like speed-chess meets DnD
Luckily my work already sucks
They all work it just depends on what you're comfortable with. Unity is easier but less powerful than unreal. Unreal has more bloat to deal with.
Where do I start? I've never programmed or drawn anything in my life and I already work full-time so I can't just no-life learning this shit.
ok guys here's my game idea
L4D style asymmetrical PvP, except the power role can control the hordes as well as taking on a first person role as specials. You'd have to make the power role UI in a way that the player doesn't realize they're playing an RTS when they use the hordes.
I was but I'm wracked with tiredness ever since my fever went down. Surgery is a bitch.
2D or 3D? You can use whatever you like the sound of for tile-based since you'll mostly just be using the engine for the visuals rather than any built-in logic.
Don't ever use working full time as an excuse unless that means 70+ hours in 5 days.
I work ~50hrs over 6 days and I've spent 25+ hours working on my game since monday afternoon on top of my work day.
Outside of that download a program like unity and do tutorials. Learn a code and look online for resources.
Start at codingbat and go through some tutorials on writing java or python. You can get through a lot in an hour or two.
Just 2d. Googling around Im probably writing this with the Love engine but I wanted to see what other people use. This is like 50/50 writing a game that sounded cool in my head and learning python
I didn't mean to use it as an excuse, but more of a way to let posters know that I can't put 10 hours into a project daily.
Thanks for the tips. Sending them to myself so I can review it when I get home.
Coming along great, just doing what I can every day.
I work full time at a game studio and still also manage a side project. 40 at work, 10-20 at home. Just git gud. Do you have passion or not
>dont bitch about current games
>cant find any modivation to work on my own
How do I stop being so low energy?
Eat more meat and drink more coffee.
Tfw no one comments on my hard work
it usually isnt the same guy over and over.
I never made one but these threads are for the agdg to come out a bit to v and anyone in v to check out a bit of game dev. Or how I learned from v that agdg existed.
Fag, I said I can't put 10 hours a DAY because I work fulltime. I'm not going to work for 10 hours to do more hobbywork for another 10 hours and get less than 4 hours of sleep (because I gotta eat too!) I'm going to start but as a hobby was all I was trying to say. Sorry if your autism didn't pick up on it.
I saw this at e3 and remembered you posted a while back, it looks like itll be fun
_ ____ __ ____ ____ _____!
go to the gym. physical exercise is directly linked with overcoming depression
Can the texture have a part that's see through? And does blender allow you to make sheets?
but coffee is bad for you and meat is expensive..
Your autism didnt pick up that he said 10-20 a week.
Coffee is not bad for you. Meat is not that expensive.
A WEEK retard.
rate my animations and ill redo if needed
Thanks, user. pls wishlist
Looks comfy
>meat is expensive
I can guarantee your dumb ass wastes a lot of money on less important things than a good diet. Go get some bulk chicken thighs and pork shoulder.
I've never used it myself but it seems decent for 2D. You could try that or Godot, whichever you can find better documentation / tutorials / support for. Unity or UE are likely unnecessarily heavy for what you'd want to make but they have tons of learning resources.
The actual swinging is great but you could use some work on the footwork. You could test by turning off motion in game and enabling Root Motion, so if the feet don't perfectly like up with the motion it's more obvious
>Ryan
I did after e3 when i found the name out
Id give the alpha test a go but I dont like discord
I look forward to it coming out
making maps and checking if playing with a controller works well enough
...
I understand. I'd rather everyone wait and play the final thing anyways. Feels like early access doing all these playtests :(
I like them, not over complex so that the player can tell what the attack actually is. But id tweak the slash effect, that semi transparent motion thing. The way it disappears is just too immediate, try to have some sort of fade on the effect.
A lot of my learning curve right now is in the engines themselves, Im not making a super heavy game with a shitload of features. The idea right now is like an RPG with hardcore for every character but the endgame is reached in a few hours, combat is 5 second turns with a DnD character and progression is made improving the town you spawn characters from. I made a town out of renpy already like if Reccettear let you level up the merchants guild. Love was the engine I knew about initially and it fot in with renpy already
Bitch about existing one and working on game aren't mutually exclusive.
Made it. Released it on Steam. It's really a really niche puzzle game so not many sales yet. Recently put it for 25% off to try and boost sales so I can get more user reviews on it.
Made a spooky game recently for the GMTK game jam where you can only see ONE tile ahead. Pls play rate and comment thanks.
I'm in literal physical pain looking at these images.
It actually hurts me to see someone so miserable at what they're doing that they're actively oblivious to it. This is the equivalent of someone picking up a pencil, putting it in their mouth and scribbling for 10 seconds on a piece of paper, and then calling themselves a concept artist.
Who the fuck posts and brags about using a program for 10 minutes? Who does this?
Like the other user said the footwork could use some work. I'd suggest, at least on the attacks which leave the weapon hanging in the air, to smooth out the speed at end's of the swings. Not sure what's that called? Squash and stretch?
calm down fella they're practising.
I don't know/sure about programming.
Still trying tho
Oh I am not bragging, I'm not good at 3D art but I'm only using it to make isometric sprites.
This is the finished product of the skeleton head.
I know it's shit but fuck you guy show me your work.
That's not practicing. Practicing takes hours, repetition, and most importantly it takes self-criticism. OP posted 5 minutes worth of messing with a program, that's not practice.
You tell me user. How does she look?
stay mad forever
I don't know why you included the gator in that outburst, it looks like it's turning out well.
i'm a bit skeptical about root motion as i wanted to add some passive skills that would increase the movement impulse, but i see now it looks like the character is sliding off the ground every hit
noted,it does look like garbage at times and gets in the way easily
thanks for the tips anons,and stay motivated
The lines are too thick + too high poly for the vibe you're going for. Maybe thinner lines with a tiny bit of bloom around them (just hdr range the lines with a subtle post process bloom)
its first steps of learning how to use the program.
Nobodys great at first.
He's only done isometric so he has no basis for 2d art anyway so it makes sense he's going to be shit.
It takes a while to learn programs and fucking around is good practise.
There's multiple posters in that link though.
>I know it's shit but fuck you guy show me your work.
I'm not a "game dev" or whatever, wannabe or otherwise. I haven't even touched Zbrush in years, and I only ever use it as an extension of my sketchbook.
Look son I'm not here to talk about me or my skill level or lack thereof. I'm saying why the fuck would anyone make pulled blob, say "I'm working on a game!" and then post it on the internet?
My skeleton isn't a pulled blob my dude. I'm learning but it takes time. It's literally my first time even using a drawing pad on a computer for sculpting.
Anyone here actually buy Zbrush?
Judging by all the blender users, no.
>it does look like garbage at times and gets in the way easily
if it fades quickly it wont look like garbage, it looks nice as it is but since it stays a bit too long when it is in a bad angle you do notice it, plus that "pop" when it disappears just makes it worse. A simple fade to it should be enough.
Well then my suggestion to you would probably be to learn how anatomy works and what a skeleton looks like, because it's clear you've never seen one before. And please, please don't say "It's my thing and it's art and I can do whatever I want" or make some dumb excuse about it being too small to see.
If you don't have any drive to be better than you shouldn't be doing it. The worst thing you can do to yourself is waste your time learning the wrong things.
Making a game is fucking hard work and don't let anyone fool you into thinking otherwise. Quit my job and been full time for a few months. Working all day until you are completely exhausted, filled with doubts that it will even pay off in the slightest bit. Most games make barely any money at all, and it takes an immense amount of effort to make something anywhere near decent.
This looks great user! I really like iso and these sprites are nice. Only feedback I have is there being too much contrast between the clean look of the middle part (With the sphere) and the rest of the map.
So, is anyone here using the Sculpt branch of blender while they dont merge it to 2.8x ?
You really trying to say that that skeleton looks improper anatomically? Eat shit, it may be shitty but I have almost ever necessary bone in that picture and used a reference for it.
You're a faggot and a disease on the world.
Thanks user! Yeah the spawn portal is all elegant looking and I was testing it with those floor tiles, but since it's not in a city it should probably still have dirt around it.
just kys
it would look better if it had a wider snout
>Ryan
>school project
>fatty girl
>fixing folds fupa
Are you seriously fucking gonna submit this to an instructor to grade? Holy fuck I would give you an F and get you enrolled in some counseling sessions. I've had to do it before for diaper furs I've taught.
>You really trying to say that that skeleton looks improper anatomically?
NIGGA YOU FUCKING WHAT
Holy shit dude, there's being bad and being humble about it but then there's being shit AND being a defensive asshole who can't admit he sucks.
Bro. Nigga. Son. Kid. I'm not memeing here, I'm not trying to bait you, I'm telling you to stop this. Just because some retards on Yea Forums or your parents or whatever pat you on the ass because you made a skeleton walk for a few frames, doesn't mean fucking shit.
NEVER be defensive about your work. Ever. Don't fucking do it. Only assholes hunker down and shield their work from criticism.
I get that you're young and you're new and you want to learn and practice and shit. But don't get up here and pretend that you're actually grinding out some real shit and what you're doing is anything other than half-assed junk because it's not. That's not an insult, either. This is how you learn.
Nigga what the fuck is with all these wannabe artists out here pretending like criticism is evil or some shit? Fuck, stop being so soft.
But I got it, $5 says you make another excuse. Let's hear it.
Not sure why you're trying to put me down when I explicitly stated that I need help, that I need to work on it, and this is just for fucking around. But I guess I should do all this alone in a vacuum without input cause I don't want to be accused of bragging. That's how big boys improve I'm guessing.
Start low poly, get as much detail as you can. Tesselate to add loops then add more detail you can bake onto the low poly using normal maps
lmao okay rereading the thread this seems really entertaining lmao
>m-muh artstyle!
Yeah that's probably going to be the next excuse.
did you get the first combo from dmc1?
You're retarded, there's no anatomical difference between the 2 pictures you showed. THE DIFFERENCE IS ONE IS SHITTIER which I already said mine was.
Fucking hell man I know how to take criticism but I'm not gonna except blatant bullshit.
Also I'm not a kid I'm fucking 29 and even though I'm a shitty artist I was a successful musician for a few years and I know how to take criticism on art.
You should learn how to give criticism properly.
Hi its .
Lmao you're right
>I know it's shit but fuck you guy show me your work.
fuck faggots like that.
"you can't judge my cooking if you're not a michelin chef" bullshit is infantile.
hey that's neat
INTERIOR CROCODILE ALLIGATOR
Just gonna chime in to say this is anatomically wrong. Its 4 heads for the body, 3 and a half for the rest. Your legs are longer than your body despite not even being straight. The knees are also misplaced. The upper body is largelty fine.
He clearly wasn't a random person who wasn't good at it criticizing so in this case yes it is a show your work thing.
which he did
>there's no anatomical difference between the 2 pictures you showed.
lol
>Fucking hell man I know how to take criticism but I'm not gonna except blatant bullshit.
bigger lol
>you live near me
nice
>You're retarded, there's no anatomical difference between the 2 pictures you showed. THE DIFFERENCE IS ONE IS SHITTIER which I already said mine was.
This has to be someone else trolling because no one is this retarded and defensive about it.
>and I know how to take criticism on art.
>You should learn how to give criticism properly.
I told you to study anatomy and rebuild your model so it actually looks like a real thing. You told me "It's fine as it is, everything is there, stop being mean".
The chances of you being successful at any creative endeavor are literally zero. I can only imagine what happened the first time someone heard your shitty song and you got mad and told the it was fine they just don't know anything.
Thanks user. I'll keep that in mind when making NPC's and stuff, I was mostly talking bones and stuff. I feel a lot of people would of skipped over the vertebrae and stuff (especially when the final product is a small isometric sprite)
It's a gharial.
shut the fuck up youtube.com
youtube.com
Never bothered listening to the whole thing before
Pretty based
Since when are skeleton warriors real user?
I liked it but captcha decided not to let me post :(
This unironically has a lot of soul
That's the goal baby
Is drawing with a pad and blender fun
I like drawing but I use pen and paper and pads seem expensive
Thanks anons!
you don't sound like a really good teacher.
come on dude thats a brainlet tier excuse
also do you have an animation without the pelvis jumping around? looks pretty bad
No
I guarantee you the worst AAA game is better than any indie garbage or anything from here
Yes, I got a huion for like $60 and it's great.
You silly Australians need to calm down
getting a good pad unironically changes the game. its like going from a piece of charcoal on a cave wall to pencil and paper
you could say it's a total ripoff yes,i still play dmc1 to this day
and yet some indie garbage from here was sold for 2 billions dollars
Yeah I do
That shader you have for the terrain is tight my man
>I'll keep that in mind when making NPC's and stuff, I was mostly talking bones and stuff.
Dude, people are people, whether they're skeletons or full characters. They still have the same proportions.
>Your skull is literally a blob, there's no mandible, no teeth, no orbital socket, you gave it fucking eyebrows for some reason, no zygomatic process, no zygomatic bone or temporal process, no maxilla, no nasal bone, no glabella. Fuck, literally no parts of a human skull at all.
>Your ribcage is a fucking box, and it doesn't have a sternum. Certainly not one that goes up to the clavicle.
>Your clavicle has a fucking 90 degree angle in it, what?
>Your cervical vertibrae are just blobs, you would have been much, MUCH better served sculpting the whole thing as one piece.
>Why the fuck do those shoulderblades stick out so far? Why are there no rotator sockets? Why is the joint of the humerus so low?
>I can't even tell what the fuck is up with that pelvis, it looks like it sticks straight up. No pelvic bowl/floor, no hip joints, no tailbone, nothing.
>No kneecaps.
Should I keep going, man?
Oh that's nowhere near as expensive as the wacom stuff people say is the only good ones. If this is fine maybe I'll get one. And if its big enough; I was given a wacom once but its so tiny my giant man hands can't use it.
You mean like minecraft?
nothing wrong with copying a legend. i wish dmc5 had that combo in some form. its a simple, powerful looking combo. i dont have much to offer in terms of advice but i hope you do well animating user. the effects and camera shake make the swings look powerful. i like that
I dunno who this gal is, but she's not thick enough.
There's absolutely teeth tho
I stopped reading after that.
if anyone knows a good face modeling tutorial let me know, can't seem to make anything beyond mediocre
Aight this is 100% a troll.
Wacom's are cool but like the same wacom comparable to my huion is like $130 or some shit for the exact same thing.
You really only need/want a Wacom at this point when using a pro one with a screen and such.
Just don't get a cheap $20 tablet.
Thanks user
You're a fucking nerd.
>you need to be a doctor to be able to make video games
Literally once
Is this the cope method you guys use to make flash games in 2019? No thanks.
I don't actually work in Blender so I don't know much about the program, but I'm sure it can do transparency on textures. Look up alpha maps, that should teach you what you need to know. I'm not quite sure what you're asking with your second question, if you mean like a texture sheet then yes, that's standard for most 3d programs.
>I've had to do it before for diaper furs I've taught.
Story please.
im using intuos 4, i've had cintiq 13 and 14hd and my fave of all is intuos 4 large and cintiq 13.
Wacom makes nice stuff, you buy the one you need and you're good for ages.
I can barely make my head a shape that I like
>hey looka mee my skeleton is perfectly anatomically accurate
>It aint.
>NO FUCK YOU NERD
I've been following this one and it seems pretty good though some topology could be better.
youtube.com
this one also gives some quick tips that I thought were good and its relatively short:
youtube.com
My friend is a professional comic artist so I've seen and used a bunch of the wacom's throughout the whole lineup and I definitely feel my Huion is absolutely worth it over the lower end Intuos models.
>perfectly
There you go adding words I never said.
Which Huion are you using? I've been meaning to get one but I'm not sure if I should spend like you around $60 or get the larger one for about $100+
My favorite tablet was an Intuos 4 Medium, but it died. I bought a Huion and it just didn't feel the same, plus the pen couldn't do what I needed it to (I always bind one button to Pan, and one to Undo, and it couldn't do Pan).
Now I bought an XP-Pen something, it's functionally a Cintiq but for 1/5th the price. So far it's been working great, but I haven't used it for sculpting or anything like that.
tools doesn't matter that much as long as you're happy with them and they don't limit you. and you're good enough to not blame the tools
I'm just oldschool and got into art when wacom was the only one and others were shit with batteries and trash. Got wacom graphite and after that was a brandwhore. I've had graphite, intuos 3, intuos 4, intuos 4 large, cintiq 13hd and 14hd and i've been happy with them. Touch capacity is a meme but overall a good product, none of them have had any hardware faults. Other than the wire port being bent on my intuos 4L from me being a retard and constantly keeping it so the wire is under stress.
But I'm glad to see wacom has a lot of competetition.
I have the h610 pro v2
Fundamentals in anatomy is essential for any artist, 3D or 2D. Skeletonfag is being a queer but he's not wrong, if you don't pick up a textbook your art is going to suck.
Oh yeah I'm definitely a wacom whore if I had a choice, but I'm going to shill Huion because I'm satisfied with my affordable purchase and want to stick it to the wacom jews. No reason to spend $100+ when you can get the same thing for half the cost imo. Especially when like you said don't blame the tools.
can't draw, will probably save up and hire a pixel artist
I was the same way, when I came up Intuos was the only brand, and everything else was cheap knockoff trash. Back then, the Cintiq was the only real screen tablet on the market and it was the big thing every artist aspired to own, myself included but I could never afford it.
These days, there's enough relative quality competition that while I'd probably still go Intuos if I could afford it, it's a much better option to just go with a cheaper brand.
From what I can tell, the XP-Pen Artist Pro is a really solid Cintiq alternative, I have no complaints about mine.
Perfect, thank you.
>3
There was a 1?
Is there a 4?
>3D
uhh yeah tis super important for 2d but in 3d if you're hardsurface its less important. Still pays to know it in case you are making biomechanical shit and the overall philosophy of it should be interesting.
Frankly if you don't have interest in the world, how it works and how things are made you are not an artist, you're a shitter.
I think that's the one I was looking at a while back. Does the smaller size make using it clunkier as imagine it does?
Why do normal maps suck
Why would I waste time making a shit game when I can write a novel?
>NORMALMAPS OUT REEEE
they don't, its just you.
You're saying this like I didn't use a reference picture though. I referenced anatomy I just did a shitty job.
It's the same size as the mid tier intuos as far as a I know.
Yeah I know. Every time I try they end up looking awful. I never know what I'm doing wrong.
Who knew posting one fucking image of my skeleton would cause such a derailed shit show.
Fundamentals are literally everything. Anatomy study is the most important thing a modeler can spend their time on. And it's not just about doing it once, it's about iterating, repetition, and an intense desire to find your weaknesses and grind through them.
ANYONE who defends themselves from having to put in the work is not an artist, they're just an asshole who's pretending so they can get those asspats from their parents and idiots around them.
If you give a single fuck about honing your craft, I'd highly suggest pirating (or paying if you want) and plowing through Ryan Kingslien's Anatomy for Zbrush series. You can get a lot of his old videos on CG torrent sites, or buy some on Zbrush workshop.
>I referenced anatomy I just did a shitty job.
Then fucking throw it out and do it again. How is this complicated?
Remember the phrase "Don't cling to a mistake just because you took a long time making it". Don't defend your shit, just throw it out and re-do it. Art is about iteration and repetition. If you can't scrap your work and start over, then just don't bother.
You know why user? Because I'm one fucking man making a game.
1 skeleton has like 26 frames of animation JUST for walking in one direction. Then additional attack frames and such. Then there's 8 directions etc.
My folder in game for the skeleton warrior is 628 objects in 36 folders. That's just 1 enemy in a game with 10's of enemies and NPC's and inanimate objects I have to make.
It's my first humanoid sculpt I have ever done, it is the first humanoid enemy in my game I have made. I am learning as I go and if I get better I will come back and redo it. BUT I have to get the bulk of the work done and keep on keeping on so I can have a game instead of having nothing.
I'm not "clinging" to a mistake, I see everything that's wrong and dissatisfying in my game as I make it and progress along (you really don't want to know how many grass tiles I've tested and redone and remade).
>Anime
into the trash it goes
I forgot to mention that render times and such on 600+ frames is a lot of time spent redoing something that's workable for testing/building when I could spend that week getting so much more done to further my game.
There's schedules and tables on everything I'm doing because I want my game to exist instead of being a thought in my head.
I lost my rhythm, I want to get back onto the project I had started though.
I THINK GODOT SUCKS
Making a short CV clone
>You know why user? Because I'm one fucking man making a game.
>Blah blah blah it's a lot of work
Man I'm gonna do you a favor right now, but I want you to be straight with me and read, understand, and internalize what I'm saying. This is going to help you with everything you do for the rest of your life.
See this gif? It's Jackie Chan doing a real simple move, tossing a fan and catching it. Seems real tricky, like he's fucking awesome and has his shit down pat, right? That's because he did it over 80 times to get that one shot. 80 times redoing that same move, on camera with his other actor, every time being ready to keep going when he landed it. The result is that when he finally gets it, it looks perfect on camera like he's just naturally that good. And you know what he said? It doesn't matter that it took 80 tries. What else are you gonna do, complain that it's hard? That you're tired? That it's too much work or you just want to get done and move on? Are you gonna go to every single person that watches the movie and explain to them why it's not very good, because it was hard and you were tired? They don't care.
That's what happens when you half-ass it, and complain about the work. So when you finish your game, are you gonna put a little note in that says "Sorry if this skeleton looks like shit, it was my first model and it was a lot of work to make."? No nigga, and they don't care how much effort you put in because they only see the end result: SHIT.
So get in front of it. Do the work, make it better. Just like Jackie Chan says, what you make lasts forever, and the audience only cares if it's good or it's bad, not how much work you put into a bad product.
My point is, if you make a single excuse again, it means you're literally a shit human being who will never accomplish anything you your life. That's what the point is. Stop making excuses.
Did you read my message at all? I didn't make an excuse I said it wasn't a priority, do you know what priorities are user?
You know how it took him 80 tries to get that shot? You know how afterwards he's going to do another shot in a different scene? THAT"S ME, I'm in the other area building more scenes.
Why does this seem to be the most popular style of indie game people try to make? Not to shit on your game or anything It just seems like everywhere I see threads on game making a metroidvania pops up.
>You know how afterwards he's going to do another shot in a different scene? THAT"S ME, I'm in the other area building more scenes.
And yet, dude invests the time to get every scene perfect instead of saying "Nah it's good enough" and moving on.
All I'm saying my man, is you either have what it takes or you don't, and I don't think you do. Real creators grind it out and make what they want to make, not hunker down and make excuses for why it sucks and why it can't get better.
I'm not happy with it either. It still looks too human to me, but I'll try to figure out the rest of the steps before coming back and redoing it.
Sidescrollers are popular for some reason.
Hits look very impactful, gj. Make sure not all enemies are completely stunlockable but give them all this same feeling of overpowering them when you get a hit in.
Maybe work on movement or animation a little, so it looks less like the character is sliding forward.
Also, I wish there were no retarded twirls, but that's just personal taste.
still waiting for the textures to be finished.
I need to make more props
>that webm
>metroidvania
He's the actor not the studio, your analogy sucks faggot.
You're acting like this is my final released product.
Last I checked this was a progress thread.
But where's the Black Knight skin?
>He's the actor not the studio, your analogy sucks faggot.
No dude Jackie was his own director for almost all of his films in Hong Kong. He was the one who chose the shots, choreographed them, and made the crew spend the long, long time needed to get everything perfect.
I'm done with you, you are literally garbage and at this point I'm confident informing you that you'll never be more than that.
It's going to be a DLC
Tis but a scratch
Jackie chan is nothing without chris tucker or owen wilson. Screw his hong kong films.
This has to be a joke. You fucked up the jaw, the neck, the area around the eyes, the skull.
Dude fuck that, Drunken Master is amazing.
Imagine coming into a progress thread and shitting on progress like it's the finalized piece.
This game looks like streamer bait, so whatever you do, make it as hard as possible
Hello I am game dev pls look at my game it's in progress but you can see it will be great also pls no bully only good vibes
The pelvis isn't sitting right either is it? And if he wanted a janky walk couldn't he have made all of the bones jiggle when it walks?
I get what you're getting at, except I showed my game it's the second picture in this thread. Then later on showed a sculpt because other people showed sculpts.
So...quit being a faggot.
why's he got tiddlywinks on his fingers m8
The fuck is a tiddlywink?
t. jealous nodev
Now who is bragging you stupid fuck
I'm procrastinating because I'm working on GUI, worst part of game dev.
Yeah my coworker ia doing the same
make it stylish, it's fun to dev and extra points if you can do something like persona 5
Criticism usually works when you don't buckle yourself to tryhard "internet tough guy" attitudes, now he'll just disagree with you out of spite instead of learning from the pointers you could've utilized.
I'm good at teaching, but it's college level and people with autism should have it checked
What's there to tell? Pair of kids who knew each other for a while were diaper furs and would constantly draw and try to incorporate thier stuff into group projects. I tried to split them apart a few times but that was only like spreading the cancer. I had them sent to the on campus counselor once they started drawing baby furs and actually wearing and shitting in diapers in class. Had them removed from the program. The fucking smell the last month they were there. Imagine the week after Halloween when the dump has all that rotting pumpkin going on.
hello /ic/ what are you doing here?
I give people the attitude I do because it's what I needed and usually continue to need to improve. No one was ever as harsh as I needed and so I had to be that voice for myself.
Anyone who uses tone as an excuse to disregard criticism would've made the same excuse regardless, they're not interested in criticism at all. If you need your critique wrapped in platitudes and praise, you don't really want critique.
i don't think i'd ever have the time or resources to make the game i would want to make, so i'm learning to draw furries instead. at least if i change my mind later on, drawing furries will be useful for character design.
i think its because of the joints? or maybe hes going to animate them later on.
>Its an everyone is the same post
Hi retard.
It's not "hard", is just boring to pass data correctly.
>my dad beat me and i turned out okay so everyone needs to beat their kids
At your level i would just stick to blender, unless you really serious about focusing on sculpting then zbrush is a piece of shity software tahts hard to use.
Blender is good enough for basic shit, i sometimes just do simple shit in it and only go to zbrush when doing bigger stuff.
because from a production perspective you need less sprites than an rpg for example. it is the easiest to make. sprites are just flipped on the X axis for example, during walking animations. Jumping is pretty easy to implement. Attacks usually boil down to one slash or shooting a gun. They all play the same most of the time for this reason.
are these 3d models converted to sprites? old school style?
Yes they are
user at certain level of anal pain you should stop visting imageboards and just consult a proctologist. Colon cancer is the silent killer.
>What's there to tell?
>I had them sent to the on campus counselor once they started drawing baby furs and actually wearing and shitting in diapers in class.
jesus christ what's usually going on around your campus when this is not a story to tell?
maybe I don't understand because I'm not american, but I feel you don't need super conservative uni culture to find this fucking bizarro
I am making slow and steady progress on my game, but for the last 3 days instead of working on my game, I've been modding in Sarah from TLoU into Fallout 4. What am I even doing with my life?
>they think modeling a fat character is on the same level as literally taking shits in class
Read 'How to Win Friends and Influence People' by Dale Carnegie. It's basic stuff and a lot of it is obvious but it's also obvious you need it.
Fuck off with modding and get to work user.
>got good idea for game
>too dumb and lazy to make it
My game is was coming along nicely, but development on it is frozen until end of August, because of other projects. Which kinda sucks because it‘s the thing I’m really motivated to work on.
I'll get back to it, by tomorrow probably. I just need a bit of a distraction to get my motivation back.
I was making 3d porn for a VR game but I got caught up on the 3d part and don't want to make the game anymore because i'd rather just do renders
>Blender is chugging
Open Source faggots lose again
nice
We will watch your career with great interest!
The concept looks good, but there's no weight to the animations and no impact on the hits. Those two little bits of polish are the de facto most important things in making your game look anything but amateur.
>furfag smash clone
why bother
Yikes. Imagine projecting your insecurities over your own worthlessness this much. You must be from /pol/.
>diaper furs
pic related
based
>maybe I don't understand because I'm not american, but I feel you don't need super conservative uni culture to find this fucking bizarro
most uni's are completely fucked here
give it a try you might like it
I hate though the UI of 2.8 it looks like a phone app.
If anyone is looking a good book on human anatomy I suggest purchasing the Cyclopedia Anatomicae. It goes over basic skeletal structure, muscle groups, proportions, etc.
I drew the background for the opening scene. That's it, still need to implement a battle system. I'm going jrpg but I still not sure how
No, because getting started is the most difficult phase in any project.
I know if I manage to get anything up and running it's going to get a lot smoother. Just starting things is hard.
With game dev it's even harder because you have to start several different things on several different softwares.
That's everyone who plays games.
why is your walk cycle 26 fucking frames? That's a huge failing on your part. Do it in a maximum of 8 and quit bitching.
The screen shake looks unnatural on an NES game as slow as CV. Screams "I followed a tutorial with no aesthetic consideration."
>letting furries onto your course
they did that with mine but they never got anywhere and dropped out unless they hid their power level and got gud
>letting them make magical realms of their coursework
should have had a stern word with them instantly. one of my housemates was one of those faggots and shit like that leaked into everything else they did, it was a nightmare
>wearing diapers in class
HOLY FUCK WHAT
>they shat themselves in class
I'm in fucking tears
Clearly you were no good at teaching if you didn't bollock those kids the moment they gave hints about shit like that
Because that's how you get a proper walk cycle. Contact, up, passing, down, contact range of motions +1 extra frame to make it loop or whatever.
It's not a failing.
That looks great, actually.
Not OP but pic related
Hey user, are you going to create a championship mode? Like WaveRace?
Your game has a potential to be a WaveRace substitute.
>linux support
Your game gets a 10/10 from me user
It's clearly inefficient. You've been going on and on about how your models aren't shit because they'll be low poly sprites. Use that look to your advantage and get smart with your animation frames.
I'm tweaking out the combat, seeing how much io want to lock the player into the attacks, slowing the turn rate and movement when the animation is playing.
It's all very kafkaesque.
Diablo clone?
You don't need that many inbetweens on a low res game. He could make it look good with just the keys.
Is being a good pixel artist and animator more work in the long term than 3d modeling and animation?
Yes that's how it works...It's like you people have never used blender.
I insert the keyframes and press ctrl+f12 and it renders the animation. Yeah it's 26 frames I'm only making the animation on the keyframes.
I think my walking animation is fine , the sculpt is what could be better and takes time redoing all of it and rerendering everything.
Stop being a cunt
Not really I'm not a huge ARPG fan BUT it is an influence along with Dransik//Ultima which is the style of game it will be.
user, make this whip like a graple hook, so you could use before "falling" saving you. That would be pretty cool.
The pelvis is really wonky
>going through an autistic rage over a poorly created skeleton
I've taken a break from my main game and am making a tank game for a game jam (I'm only doing the art for this).
It's going to be cute and non-serious, so the tank pilots stick out of the tank and they duck if you shoot near them. Or at least that's the plan.
Fixed a few bugs, added some basic animations (although the death animation is fucked for some reason), got the options menu working, and got the transitions between levels working.
This looks really nice
you should check out Pop'n Tanks if you havent seen it
it's a cute Japan only PS1 tank game
Not sure if based.
Impressive. Good animation.
>What am I even doing with my life?
Following your dreams.
so if i want to make a game with multiplayer, single player and coop, what do i do first? can i complete the singleplayer part of the game then go back and add in multiplayer, or do i have to add multiplayer from the start?
I helped three of my friends pass the first two years of programming in college, but I'm still a brainlet to the max l
I'd assume you get everything down in SP down pat before even attempting the (net)code necessary for multiplayer.
Zbrush is invaluable. But it's a different workflow.
>do high poly everything in Zbrush.
>Decimate/low poly iteration for mesh building in another suite,
>use refined mesh as the LP projection base and the Highpoly Zbrush as the target.
>Literally how everyone in the industry does it
.
im just worried about having to redoo everything because of all the conflicting information I got
So do a small multiplayer focused side project to learn what you need and then translate it to the main game
Depends on how complex the program is, maybe. I made a blackjack game in highschool where it wouldn't properly remove some cards after being drawn (5 deck, casino style). If I hadn't fixed that before making it multiplayer, I probably never would have gotten MP working properly.
Again, I'm a brainlet wastoid drop out, so this is just generic advice. Patience is key. Troubleshooting is hell. Comment lives matter.
My biggest claim to fame is probably a few TI-8X games.
at least he's doing something
please delte and never ever post it again
Can you hear the rumble?
Making some island survival game where nearly everything is against you. It should have a few islands so you have to trek shark infested waters.
rate my crocodile
>lets work on art today
>doing fine until I notice I can't get one thing right exactly how I want no matter how many times I try or angles I go at it from
>lose motivation to work on art
>okay lets work on the actual dev shit then
>get shit up and going fine
>get some error and fix it
>get another error and fix it
>goes steady for a while
>realize that I've made a mistake far earlier in, that too much stuff relies on the mistake to fix it, and now I'll have to redo a whole bunch of shit
>lose motivation to continue
>stop working on the project entirely for a month
>start back up again next month, easily fix all my problems and then run into the same exact problems in a different style, repeating the cycle
Already a thing.
did you have a bad day crab? sit with us and we'll talk it out, its alright we're all friends here
How do I break into the Video Games industry as a writer?
don't bother, whatever a retarded wojakshit poster makes is bound to be garbage
What program should I use for making music and sound effects?
Be a woman.
I want this to have Mortal Kombat levels of gore and there is possibly also adult themes (non violence of course). I have been working on shitloads of ideas and scope creep always gets me. I am trying to keep it simple (as much as I can).
The crocodile's awesome desu, chill out.
Sounds like shit, also, didn't ask.
He is never. ever. going away and you need to either deal with that or blow your triggered brains out.
if it worth while to make stuff in rpg maker, I just want to entertain people.
So how do you actually go about 3D modelling a character? I hear you're supposed to make a high poly model first even if you want the end result to be relatively low poly so you can get normal maps and shit, but how important is topology for the high poly model?
I heard there's something like retopologizing(?) but how viable is that? Can you just go ham on your high poly mesh and then retopologize it to get usable UVs or what?
t. beginner
Also tell me the game so I can do some more comparison. It is not 1st person. I hate all that shit like the Forest and others that look exactly like they could be the same game.
Who pooped in your cereal?
I know it sounds shit. I am trying to keep it simple as shit.
Me actually
there are many ways to do it, but usually you sculpt a high poly model and retopo it
learn to play music first, there's enough 12 year old producers making flavor of the week garbage they saw on a youtube tutorial. Also sound effects you just download.
What do you want?
For simple models you can just do lowpoly.
So I basically don't have to care about topology at all when sculpting, right?
She looks pretty damn near but man, get rid of those lines whatsoever, give her something more like that Wii Fit Trainer look
yep
you're an actual fucking autist fuck off
Post your models
Thanks, that's really useful.
I'm not really sure actually, I was just wondering about general workflow like seems to go into detail on.
I really hate retopo and find it a waste of fucking time.
I make base mesh close to lowpoly as possible and sculpt ontop of that. Way faster and less infuriating than retopo.
A lesson I learned the hard way.
he did
Eh. Retopo tools are so good these days it's not worth sweating out a basemesh that will divide well, instead of just dynameshing it and then retopoing.
Doing thing manually is never a waste of time.
Would a ''Huion INSPIROY Q11K'' be a good tablet to buy and try? Reviews on amazon seem decent enough
I dont get this, I just box shit out and go as low poly as I can then add detail back in if it looks a little rough
>low-poly model might look alot better with a good normal map
terrible advice, normal maps look extremely out of place with low poly
HE'S FINNA SAY IT!
i have tons of technical skill but no artistic skill, what do bros.
I do same for hardsurface, do lowpoly first and add detail and just flat out bake on.
Ends up cleaner and I don't use turbosmooth or anything to keep edges to same amount and avoid missing rays causing shit normals
For the first timer, sure.
>might
CAD? Is that still a thing?
Why for the first timer. Does it have issues?
Teach
ofc! Just opened the steam page! Releasing here in November :3333 wish me luck anons!
i meant, don't splurge for some meme-ass intuos if you're just getting into it.
Try it out, realise what features you're missing and then upgrade.
i can't stand the "monitor" tablets, for example, but they're the more marketed ones.
Use a texture for scales you idiot.
You should show me the steam page so I can buy it user!
What happened to the Anubis pixel art game?
Good point. Thanks.
yeah, thats the problem, it will NEVER make your low poly model look better
>this comforts the crab
how did the other students react?
for lord's sake user, please tell us so I can be at peace I need to fucking know
find an artist obviously
not every production is a one man show
neat i started teaching 3d at uni. Teachings shockingly chillax. It's nice to help new generation of artists come to be and become a better person
why is it so fucking expensive to take 3d-courses reeee
OK, so do I just get started with writing in general or should I use a specific jumping point?
ASAP, it's current year.
>fattygirl
Aw, I thought that was gonna be a fatty boy.
How's the Amy romhack coming along?
The proportions are a bit too realistically human for my taste but I dig it.
developer died of masturbation addiction
His allergy of girls was fatal. There was nothing we could do.
He posted some stuff like a week ago but no cares cause the lewd version isn't being worked anymore
join the secret /3/ discord and teach yourself.
discord gg B5MYgC
>Know nothing about tech
>Know nothing about art
>Know nothing about modeling
>Know nothing about programming
>Know nothing about writing characters or stories
>Know nothing about game design
>tfw will never make my own game.
God speed indiefags
They both became the butt of all jokes for the rest of the time I taught that group til they graduated. The fur faggots were only there til the end of October.
Seriouslly guys, how do I get into Zbrush sculpting?
no one starts out knowing those things
start learning
download blender and watch some tutorials on youtube
We were part of the problem, but we could have prevented this.
Download ZBrush and spend 5 years learning to draw
well fuck, I am bad as fuck drawing but I can do stuff modelling on Blender
I like it
you practice drawing so you can stop being bad at it.
I am raising money to make a low effort game in RPG Maker. I will use standard RPG Maker graphics, except for the character portraits, which I will pay some good artist to do. Obviously the girls will have all the extremely strong sexual attributes and the player will be able to unlock extremely sexy clothes.
The only sale point of the game will be the sexy girls' portraits. Is it a good bet? Or will I spend time and money for nothing?
Good tips for making UV? I fucking hate doing UVs and always looks like shit
I know i'm a bit late to the party, but shoulder rigging is the hardest.
If you want it to look good you need about 6 mesh deforming bones
If anyone is making a small game to learn and wants custom music, hit me up. I'm looking for practice after some time away from musicdev
Sup friends! I just got done with my high poly char and im happy about it, but, im a bit lost about the clothing part. I want to do a character with a starting armor and several others to be acquired later. Should I do several models with the same rig and a first one, naked? Many thanks for the previous answers
Or you could just do it with proper topology.
wiki.polycount.com
Are ARPGs enjoyable to play alone or its best if you play as a party?
pic unrelated
Is that how the game would look or just placeholder stuff?
If it's the former, it's fucking bizarre, I like it.
soul
no soul
this looks incredible
Hey man, about this quote:
>The chances of you being successful at any creative endeavor are literally zero.
He's wrong about this.You can succeed with low quality art if you have some other redeeming quality in your game. The problem, as I see it, is that you are focusing on a niche market, making money off of a Diablo-like amateur game is probably an almost impossible task and low quality art will make it all the more difficult.
Are you doing this for hobby or to make money?
Trips me out. I like it.
I'm interested in this as well
Post your work
That depends on how tight fitting your armor is.
You either want to make a "naked" character and then attach pieces on top of your base character, or you might want to swap out bodyparts (then you'll need to plan ahead an separate the head, arms, torso, legs and so on), in any way you'll use the same skeleton.
I fear so much that I will become like this
a Zbrush/Maya monkey with no creative spark
>falling for the teaching meme
>ever
I have family in education. They all drink themselves to sleep at night
It's a beggars can't be choosers deal. If you're not a beggar, then go hire someone to make your music.
is that merc.jpg?
I was just curious you autist, god forbid we know what flavor of trash was being churned out
Where is your game?
What do you think of my assets Yea Forums? I'm making a little zelda like where you play a little witch girl that lives in a town full of talking cats and pumpkins. Maybe two hours long, free.
One buddy is doing the programming and another the music.
here's a tip, faggot. If you're gonna whore out your shitty music, don't be a standoffish freak when someone shows interest.
that and whatever the fuck proko was trying to draw that time
>no game
every time
we're curious about the tone/flavor of your work, don't be so defensive. Finding the right musician for the job requires some shopping around for that right 'fit'. You could be fantastic at your shit but if it doesn't work with what people are assembling then that's that.
What, do you expect someone to say 'yeah okay get on my project even though I've never heard one note of your work'.
Very unprofessional, man.
you'll never ever be a human being and anything you make will be unoriginal low quality garbage
Why would I post my game when it's obvious you'll just tear it apart senselessly. Whatever, just take your """victory""" buddy boy.
I'm not looking for paid work. This is a "user makes his first pong with a twist and I give him a song I made in half an hour" thing, I'll make some music for it. If you need a "right musician" for the job, then that's not me. I don't want a job
i love merc.jpg
giving away like 2 steam keys if anyone wants them
pastebin.com
~sf
>you'll just tear it apart senselessly
Why would I? I don't have any sort of personal vendetta against you my man.
>well u wont be human and you're dumb and smelly
>pastebin
>discord
Really, nigger? You can take your keys and stuff 'em.
You need to realize the swing can be as fast as you want it to be, but the human body should move at realistic human body's speeds. Dark Souls does it correctly, in general. Some enemy have impossibly fast swings, but their movements in between are slow and considerate, which is what gives them heft and makes them satisfying to watch.
Made me chuckle
I agree with you though, this is so basic and premature that there's nothing helpful that could be said about it other than "keep trying", it does start an interesting thread though
Thanks!! I was planning on making a rig on a naked character, then delete bodyparts and do several armor pieces
party, I find it very boring to play alone.
Texturing is a pain in my ass. I want to do low-res unfiltered textures like Quake 2 over box-modelled objects. Do I have to hand-pixel it or is there another method they used back then?
hope your mom dies in an automobile wreck
why is it a meme
Imagine being this miserable. I feel sorry for you
Kek saved