You're working on your game right Yea Forums?
You're making good progress on it right?
it's not 2d pixelshit right?
You're working on your game right Yea Forums?
Other urls found in this thread:
phantasmagoriagames.itch.io
streamable.com
soundcloud.com
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youtube.com
youtube.com
webm.red
github.com
webm.red
files.catbox.moe
twitter.com
Nope, mine's 2d Vectorshit ;^)
Here's a link to the demo, just added a more stable version with some visual updates too
I've been learning godot, I dislike a lot about it but no royalties sounds nice
Yeah it's pretty awesome to actually own the game you create amirite?
How hard is it to make an engine from scratch?
incredibly
it's also incredibly pointless for the most part
If you're not good at coding?
About as difficult as you building an actual engine from scratch
I can't program, I don't have the genetics for it. I can do literally anything else, though.
No game
I can only program
Don't undercut yourself m8. I literally did not know how to code before April of this year and I've made something approximating an actual game demo already
Whenever I think about anything related to programming, my brain shuts down and melts into a puddle. It feels like you have to be a robot to understand it.
>see Paragon thread
>hear about free assets
>check out Unreal
>holy shit the free stuff here is even better than the stuff on Blender
What's the catch though? There's tons of great animations, models, environmental tools, all for free. Too suspicious.
The catch is that they take a huge chunk of your game's profits and try to wrangle you in as much red tape as possible
Isn't it only like 5% per quarter? What's this about red tape though?
That's how it is for most when starting out, you have to force yourself through the initial confusion. This means just follow a few basics tutorials and don't stop just because you didn't understand something, just write out the code and keep going. You will repeat the same steps time and time again and eventually it clicks and you'll understand that there's nothing complicated there, you just weren't looking at it right.
So hard that you might as well not waste the time unless you're really trying to innovate something. After using an engine, you realize just how much time was wasted trying to make an engine from scratch instead of actually game deving.
Nobody else working on a game?
>tfw no idea for any game so just make more models and animations
Bad feel to be honest.
>tfw can only program and do gameplay design
Doing good. yes it's pixelshit, bite me
>it's pixelshit
no it isn't, that actually looks good
That looks pretty nice actually. Is it a metroidvania?
Going fine. All the mechanics I want are in, feels decent to play, lots of wallrunning, just generating assets and levels and SFX and whatnot.
Somewhat, but I'd say it's closer to castlevania than a metroidvania
Im just a character designer
I'm too inept to do anything game related
That's the spirit!
How much do people actually care about story? I'm about 180 pages into the script for my game, but more and more I wonder if people would rather the game have no dialogue at all, and just be atmosphere.
Would it be too weird to have some kind of sliding scale for how much story is presented to the player?
Finishing up the boss here. Glad I'm almost done, I've been slacking super hard, avoiding working on it because I don't want to deal with it.
Terrible. Akward and janky as fuck.
Fantastic work, keep at it.
How did you learn and what engine are you using?
Well I just started out watching youtube tutorials and reading official documentation. I'm using the Godot engine. It's powerful (especially for 2d) totally free and open source
Use environmental storytelling and optional dialogue where you can. Let the player engage with the story at their own rate.
Released a demo patch yesterday, now working on going over old UIs and redoing them for uniformity with the new trade UI. Basics are done, still gotta iron out some behavior, like the camera zoom when you scroll down.
There's no silver bullet. Some people love lots of story/dialogue, cut scenes, all that. Other's want something more straight forward
I downloaded Godot. It's good to know that there are resources for it. For me, starting is the hardest part. There are too many distractions and I become disengaged too easy
Very boss. That's the level of complexity I dream of for what I'm working on
I released an update for my game two days ago, and there'll be another one tomorrow, hopefully!
Depends on the engine. Do you want an all purpose engine? Or just something catered to one specific genre? Or even just one specific game?
The scope changes drastically depending on your intentions. Either way it's not really hard to make something functional, but it will most likely be worse than existing engines.
It's not that complex, it's pretty easy to pick up the game.
Reminds me of Freelancer
Well it is a Freelancer clone.
I learned with game maker then branched out, GML's very easy and self-explanatory. I just looked up code examples and youtube tutorials and copied what the people did without understanding it at first. Eventually my knowledge base grew and I saw the same code/functions used in enough different scenarios for it to finally click. A terribly inefficient learning method desu but it's fun since you focus on getting things working and can see the results immediately even when you're confused.
I have ideas for a game in my brain, but I have no idea where to start
I can do pretty basic coding, I feel I have good concepts in my head but I can't draw to put them on paper, what do i do bros
's going alright, getting the meat and bones of this game going. Probably start on the actual erotic scenes soon.
A thing with audio and showing off the map: streamable.com
>I'm about 180 pages into the script for my game
How many pages of code do you have?
Good luck, with Rebel Galaxy being shit you've got a shot.
Did RG really bomb? It just came out today, didn't it?
I was, but I stopped because I didn't like the direction I was going with it.
Hard as fuck to keep motivation up when you're doing everything yourself.
My Agdg group dissolved so It's been harder to get keep up with the project.
I keep meaning to grab Unreal and tinker with it but I end up doing other things (like fucking with modelling, which I'm still not great at unless you consider blocky N64 tier stuff great)
It didn't bomb, it's just shit.
I'm using Blueprint in Unreal 4, so a translation would be hyper-inflated.
The project is in an advanced prototype stage, essentially ready for content like levels and more enemies. There are 1800 assets in the project, and the main character is 1.16MB, for what its worth.
>unless you consider blocky N64 tier stuff great
It can be in the right hands, just like pixel art
I fucking hate lumberyard's lack of useable tutorials by Amazon and outside groups.
In what engine do you end up not owning your game? Royalty is not ownership..
Say anons, I have no clue when it comes to coding so can you tell me what kind of engine is good for 2D games and easy to learn?
It's an EGS exclusive, it'll make the devs money at least.
You can try an engine called Construct 2, you need almost no coding knowledge to use it
I can’t code for shit
Game maker?
I have no ideas
yea, recently I drew about a million frames of animation for a boss, which is not something I'm used to
still need to clean up a bit
Bombs or pogs?
The Idea is a 2D DMC clone
does minimalist shit count
you mean for attack 2? they're supposed to be spheres, they look flat because I just pasted their image on the frames, I'll improve it later
How much programming knowledge would I need to make a walking simulator?
Depends on the engine and how many scripted sequences you were planning. Broadly: very little.
Listen here faggot,
You wanna make a video game? Ok first you have to:
Stop playing video games
Stop shitposting on Yea Forums
Stop watching porn
Stop watching streamers
Stop hanging around with your discord tranny friends
Stop playing gachashit
Stop playing MMOs
Dedicate your time only and exclusively to learn and practice 8 or more hours a day if you don't have a job at least.
Cultivate yourself with content too but don't get hooked or addicted to this. If you're already addicted repeat yourself "i shouldn't do this right now" over and over, think of the good things and rewards.
Then when you get old and made bank you can go back and lose your time all you want again.
learn python basics then try using pygame (the documentation for pygame is pretty solid so good place to start)
its a really easy way to start and you can do a fair bit with pygame
looks really neat! keep it up!
Anyone know what the best (preferably free) sprite making and then animating software is? I want to make animations as good as Metal Slug and Adobe Animate is too imprecise. Photoshop is better but I think something else could be better. Any tips?
for pixelshit, you might like Piskel
I'll vouch for this
Thanks my fine friends.
it good
did a gamejam using only that
>no id
do devs not id tech?
Aseprite is another option but costs 15 bucks.
Goddamn that looks fucking cool
No, I'm just an ideasguy and I'm busy with classes
To be fair though, they are very nice ideas like who am I kidding, they're all shit
I have some very basic levels I made in blender lying around though.
Did you create the artwork or get it commissioned?
thanks!
my work in the game is almost done (other people still have a fair bit of stuff to do though), but I still have a few cinematics to animate
hopefully it'll be out this year still
i don't know where to start and the game i really want to make feels too big in scope anyways
Not really no, it's basically proprietary now. Don't hear about too many devs using Creation, Dawn, or Frostbite.
HOW THE FUCK DO I LEARN THIS SHIT I FEEL LIKE IM TRYING TO CLIMB THE GREAT WALL OF CHINA
You may as well write your game in binary at that point.
very cute! hope it all works out and gets done this year!
faint signs of life
How does he transform into that tiny ball?
It's neat how your brain is able to calculate depth just by observing layers moving at different rates.
It's a shit engine, that's the catch
since 2.8 they've lowered the learning curve
(tho don't start with the eevee engine if you're looking for a quick render, it's very unintuitive at this stage)
honestly just try to do one thing and then learn stuff around that thing
try making a chest, then learn how to add details, how to texture, experiment with the modifiers, etc
parallax scrolling boyy
robot magic
GraphicsGale is free now.
It doesn't matter what program you use, you'll never make anything as good as Metal Slug
Blender still makes my head hurt coming from years of pissing around in Max
I'm curious about VR Vulkan rendering for making a VR game. Might make a small game in unity then make a tiny efficient VR engine IIn Rust
I use GraphicsGale. It's quite old, but functional.
Gaben back to creating another flop
Is it possible to modify an already existing engine like unity to better suit my needs?
I do all the artwork, I've got a friend doing all the programming
Suggestion: Do what Kero Blaster did and lock the direction the character is facing as long as the fire button is held.
I hope so too
I tried digging around for in-game footage and all I could find is this kinda unfinished level, but I think it's an ok representation of the game
With plugins, sure. The place I work at has modded the shit out of Unity, and plans to do the same to Unreal for an upcoming game. From what I understand, it takes some serious engineering to do that though.
>Time only measured to the second.
You know what must be done.
this other than that, HTML based engines like Phaser should be easy to modify, since they can't really hide their source code
love the butt enemies
Turrican?
we were already about to add milliseconds to the counter (just haven't got to it yet), so I'm happy to know it's something people do care about
it's definitely the silliest design in the game
best program for creating sound effects/sound designing?
What do you all think about construct 3?
any dos and donts for creating a turn based RPG game?
Don't
I liked Construct 2 for quick prototyping, but I heard they changed a lot for Construct 3 where it's completely shit.
I'm making a game on C2, and porting the project and exporting on 3 wields better performance, which is pretty neat, but I haven't actually made anything in the program
honestly I can't wait to finish the game I'm making and never use Construct again, it's really easy to use but I end up feeling really limited
hopefully learning other engines won't be too much trouble
I'd be interested in this too. The best I've got is playing around with Freesound,org sounds in audacity. Maybe playing around with a library.
bfxr is pretty okay for retro/chiptune sound effects, there's a browser version but you can download the program as well
2D "pixelshit" is the most reasonable option if you're working alone
what about low-poly 3d?
making a 3d game is considerably more complicated, specially for a beginner
Reaper + microphone + shitton of VST's
well then I regret being too lazy to learn 3D stuff in my high shool days
My advice is to dip the framerate hard. Go for 20 fps for that authentic FF7 feel.
start juicing it up with screen shakes and whatnot
if it's fun to watch, it's fun to develop
>widescreen CRT
if you're going for a retro look at least go all the way
Sidescrolling indie game devs should be shot in the face.
Not a bad idea. I tried something like that years ago and couldn't get it to feel good, but I think that was because I put it on all weapons when it should really only happen when rapid firing. It feels pretty good now, I'll experiment with it more.
More Contra than anything.
I'd pay money for someone to write a piece of code that takes a model, shader set with 3 custom inputs and 3 functions for these inputs depending on time and output a spreadsheet of only model view with these shaders at set intervals.
how much are you paying?
fuck are you talking about
Depending on language, scope and how much of the code I could in theory understand and re-use myself - 300 to 1000 eu.
I am an eternal engine dev that only got into 3d graphics as far as needed to have game mechanics implementable in it.
I have issues with applying manually created style effects to less important objects and I'd rather throw money at it than spend time I could use to write actual content.
I don’t know when I should/should not be using blueprints in UE4.
I have a box to display and a game style (that I basically draw on paper, scan and fill in) I decided on.
My options:
1. spend 2 years designing and 2 years writing shader that could apply style to any model
2. spend 2 months per each model to write shader for it that would apply a style to it
3. just fucking make a spritesheet and draw over it.
I would love to take a crack at it but I also barely understand what you're asking for.
Is it just a tool for development? Or something that would be a part of your engine? If it's the latter, the language would matter quite a bit.
Blueprints is good for prototyping shit quickly
it compiles into code anyways, so unless you really want to min-max you could just blueprint literally everything if you want
Me and a friend are trying to put together a low-poly horde shooter thing involving many robots.
Except we both work full time, have minimal experience, and I'm also working on homoerotic fanfiction see: high fantasy about walking across the continent in search of snakes in response to military occupation.
Hopefully both will happen one day.
I had an idea for a little runner/platformer where its night and your city is being bombed but the screen is black except for when the bombs explode and light up the level momentarily. I would've called it Explosure but I don't have the head for programming. Maybe you could use that as a little exercise
It could be in theory tool just for development. As long as I can understand the code and it is not too library/framework heavy it will not be a problem to transcribe some into whatever language game will end up with.
It is more or less like usual model->spreadsheet generators, just with more shader options.
E.G. I have a distant house model, to which I cannot apply easily what I drew up on paper for it to look like, and I have to do it number of times.
My first take was to use the existing tool to make sprite sheet, apply my visions to it, and just throw it on screen - but that looks quite out of place with shaders, since it no longer has geometry.
So the solution it to apply shaders to the model before outputting to sprite sheet. Then I can ignore sprites in actual shaders, maybe just add some transitions. Yes, I'll need to edit every sprite individually, but this is the work I like, and this will look even better, hopefully.
> no rpg maker
That looks really good user! Only thing that bothers me is the light not swaying like the lantern. I get that this gives it more functionality, but at least make it rotate a little
>model->spreadsheet
>apply shaders to the model before outputting to sprite sheet
So what you're asking is to render a 3D model to a texture for a sprite/billboard?
Now that actually makes more sense than what you wrote before.
But if you don't like how the shaders look on the sprite, can't you just change the shaders or turn them off for the sprite?
dedthred
Well, yes, it is this exactly, sorry if I am bad at wording this, graphics is not my thing, I just haven't found such tool that also allows me to throw fragment shader in, so I would get not only sprite for each angle I want, but also for different e.g. time of the day (lights), weather (wetness/shinyness), damage (e.g. after fire or while burning).
There's no point in making an engine from scratch unless you have some revolutionary code that no other engine has.
I'm not sure what you're working in, but you should look up render targets and see if you can't just render your own sprites easily.
Basically you can just render a scene to a texture so you get exactly what you want, and you would just have to do this at startup when loading resources.
it's a weekday and it's early in the morning on burgerland, most people are sleeping
viable for a 2D game, 5-10 years experience at least for a 3D game if you want to actually make something useful
I've had some insane things to do this week but i still found time to make some progress! How about you, user?
>pixelshit
>platformer
I was making this for a while but I wasn't happy making a game in genre that I have no real ideas for. I'm more of a roguelike/dungeon crawler guy, I'll probably put my effort in that space on my next project
Maybe you could make it a toggle, Alien Soldier had a similar thing where you could switch between being fixed shot (you stand still while firing) and free shot (you move while firing) so you could make a variation on that.
What are some cool/obscure guns I can put in my FPS game? I dont want it to be just AK/AR like every other game
Add dungeoncrawler you your platformer and invent a new genre: Metroid
Look into experimental guns/guns from unusual decades.
That triangle-ammo revolver that converts into a rifle is whack!!
I want to make a simple FPS. What's a good fully free engine for that?
While not Metroid, check out Vagante if you're interested in a sidescrolling roguelike style game. It also has co-op
I want to but I can never get my head around 3D modelling in blender
pirated unity
>went back to college to learn programming
>learned how to compose on my own
>figuring out how to make vector art
>getting used to Unity Engine
>join a game jam team and get hyped because everybody is trying hard to get things done.
It's all coming together!
Rate my final boss track, senpai:
soundcloud.com
godot
nice and gloomy but when the fast part start it gets a bit messy (I guess this is intentional but dunno, this part could use some work), but it gets pretty epic afterwards. I like it user, but then again I'm a boomer and I would probably like anything midi
>Finally get the motivation to make a game
>have some really basic gameplay
>decide to draw
>never had any issues before
>suddenly I can't fucking draw, everything looks like shit
Why
>gloomy
>messy
>epic
What I was going for. Thanks, boomer-san.
>erotic scenes
I want to know more about your games.
you learned to do that all by yourself?
This is cute, mate
What are your thoughts on Yahtzee Croshaw's dev diaries? Have you ever challenged yourself to make a number of small games in a short amount of time?
A bunch of modders for Star Trek Bridge Commander started to make an engine for a fan based sequel for the game. It started around 2006 and two years ago they pretty much shelved the whole thing for UE4 instead.
They even made good progress and it was a modding heaven, but at the end, the engine was old and buggy and it didn't make sense to continue the work on it.
Just make an engine for fun and practice but never commit to it fully as there are better solutions now.
Does anyone have some good Udemy or something else for learning Blueprints? There are so many fucking courses I have no idea what to do. I wish reviews would be helpful, but everytime I read a review it sounds like the guy doesn't even know what he's talking about.
Yup. I learned guitar on youtube and started to compose for a play. Turns out the director was a fag and never listened to anything I composed. I got so royally pissed I DLed a free guitar composing software tux guitar to show to my uncle and brother, who also play guitar. Then I just kept experimenting. I have over 60 compositions done for the game and over 80 incomplete ones.
Why would someone use a shitty bloated engine? All you need is c++ and sdl.
It is even worse. 3d low poly.
I'm going to cash in on the retro-fps craze. Should I do Doom-like sprites, or Quake-like low poly?
>worried about bloat
>uses C++
lol
>Not using a self made python based 3d engine with Machine Learning
>Python
>not bloated
Lol
i would but i cant license it
Looks awesome, but why are enemies so spongy? Did anyone even die in that clip?
Nig
Almost none
Spike circlet was the best.
I like the translation of your early art into the sprites.
this is pretty cool
I posted a gameplay webm of in the thread
the game is a fast-paced platformer with short levels, kinda like Super Meat Boy but with a focus on quickly defeating enemies to get a high combo
it's called Dream Dasher and it should be out later this year, hopefully. we have a twitter @PlayDreamDasher but it's not very active, and our discord server is beyond dead
if what piqued your interest was the hand animations gif, there's not really a whole lot of it in the game, sorry
>challenged
Nigga, that's your indied dev 101, make 30 games hopping from one to another, never finishing anything.
A couple guys died but it's kinda hard to see, this is an older clip where the bodies instantly disappeared and blood kill effects weren't added yet
wew lad those are some old drawings. A lot of ideas were scrapped because it didn't go well with pixel art
Why does whenever I start a project, I lose all motivation to draw?
Yes but did you ever finish them I'm saying, that's the challenge. I'm aware of how easy it is to start a small project then abandon it.
I understand how hard it can be.
I still want the spike circlet.
once the gameplay is done and working i usually get completely lost on what to do next and what content to add, since i'm not one of those people who creates their own donut steel characters and imagines their lives and daily routines and what kind environents they live in
So i guess not?
Sinclair, is that you?
I started making my game then wanted to make some sound effects and music.
Now apparently making music is the most fun thing ever and I've gone from gamedev to music producer.
Fuck haters
Do you like my menu?
You don't have to go that far to create characters, don't focus on the story, just focus on making characters, then resolve the world around them.
Shitty characters comes from people going too quickly into details and trying to make them fit in a world that isn't theirs.
user, those are the kinds of people that usually torpedo projects. Be glad
Neither.
We are up to half-life/unreal tier graphics now.
We've done duke3d, and just finished with the low-poly revival.
Looks fucking rad, though a little hard to kill enemies.
Also, shouldn't the window lights on the floor be on an angle?
Do you control the armies or just the bandage guy? I'm a bit confused on what the genre of this game is.
You only control the bandage guy. He can transform into a huge monster and summon his own AI demon bois later in the game. The clip is just showing how groupfighting AI vs AI works.
user... Are you comfortable with the fact that once you release this game people are going to make porn of those demons?
Very aware, we've even got a female character in the game too. I doubt she'll be treated very gently. But honestly I would feel extremely flattered of people drawing lewds of my characters, surely it is the highest compliment
Dwarf Fortress clone but it's about space
Welp. I already followed you but now I know you're extra based.
In addition to buying your geimu I will also commission porn of it.
I wish you the best of luck.
Looks good! I would say for the minions you should add a little bit of them gnashing their teeth, make them really feel like some hungry bottom feeders willing to work for you.
I strongly believe you are the faggot who has that pixel art software, if you are not going to share it, at least give me the name of the algorithm.
Eh, sorry man. I really think you shouldn't have made a server for an indie game. Those are almost never good.
Still the game itself looks great. Plus with your quality of animations I bet your next game will look great as well.
How far along would you say your game is?
Thanks my dude, I will be waiting warmly for it!
Aseprite is only 15 dollars user, come on
Last thing I made for my game was this animation for part of an intro sequence.
Then I got flooded with a bunch of work so put it all aside, and haven't picked it up since.
I'm probably going to restart the project using a unity plugin instead of using my own hodgepodge of code so I can focus on the drawings instead of trying to figure out how to script a parralax background while the camera pans downward and zooms, etc.
All that sort of shit, whilst fun to figure out, is kinda annoying since it takes up so much of the (limited) time I have to draw shit.
The snap animation is wrong. You are able to snap your fingers with your index and thumb, but the way that would result in the final keyframe here would be to use the thumb and middle finger, the sound from the snap coming from the middle finger slapping against the palm of your hand
Any person who sells GPL software should have their intestines removed through their ass while awake and alive.
GIMP, Krita and GraphicsGale already exist, there is zero reason to purchase/build Aseprite, but that is not the point, I just want the name of the fucking algorithm used to generate good pixel art from normal images, someone on /agdg/ have it, and I would murder a baby to get that source code.
it wasn't my choice to create the server, I don't deal with marketing, social medias and stuff like that
the game is pretty far into development, I recently finished coding all level elements, enemies and bosses, most of the other programming is done as well, art and animation is I'd say 75% done, cinematics are 30% done more or less, but music and audio is falling behind
>Sketch animations (either digitally or on paper)
>Take into literally any image editor
>Downscale
>Clean up, redraw where needed
>???
>Profit!
It's probably gonna be the derivative pixelshit while I'm learning the ropes.
Ooof. Oh well. Glad you're close to release user!
Where do I get my spaghetti codes reviewed?
You don't. You keep them close to your chest and never show anyone out of sheer shame.
oh, you're looking for an algorithm for good pixel art? Here it is
practice your drawing
please kill me
user what the fuck is this
Yeah, but I'm stuck on this fucking build/snapping thing in Unreal.
It's like in Rust or Fallout where the thing you want to place will hover in front of you, and be red until it's clear, then it goes green. That would be easy, but I want it to be a bridge/plank that snaps to edges when its valid (environment is all straight edges and 90 degree corners) and slides along as you strafe or look around until you decide to place it.
Without loading up the entire environment with hidden snapping sockets, it's this convoluted mess of raycasting and collision detection meshes and it's really getting me down.
>Without loading up the entire environment with hidden snapping sockets
that's the way you should be doing it though
Why are you counting the minute numbers separately instead of one number that goes to 59?
Huh..
It just works
Having a very frustrating time with root motion
user wants to have 01 minutes instead of 1 minutes
Please use modulo.
it's for ingame clock, basically I want the first digit of the minute to be displayed.
so something like 6:00.
It's probably my best coding, even my character control script is more patchwork than Frankenstein
wew
I want to make an Ace Combat-type game. Or at least what I think Ace Combat is like, I've never actually played it. I just have no energy after I get home from work. How do you lads do it?
Why not just check if minutes < 10 instead of making new variables to juggle?
Isn't that the same thing?
>less code
>simpler solution
>can be done in the same row you display text with a conditional operator
No I wouldn't say it's the same.
Hey anons, your games look fun.
How much?
I'm still at work
Stop reminding me I'm shit
I know I need to learn to code but dammit I suck ass.
I just have a folder of shitty mspaint art, chapters, and shitty character bios.
The only subpar skull I have is music and it's at meme level.
Yeah but now it's bugged because I need to use float.
im stuck on writing, but its flowing nicely so far
Just typecast to int for display
Caffeine, ibuprofen, alcohol, and Vidya. Although in your case you should play ace combat. Also quit your job but that's more for me than you
>Although in your case you should play ace combat
But what happens if I don't like it?
>Also quit your job
user if I could quit my job and not ruin my life due to no income I'd do so in a heartbeat
Oh wait, now I get what you're doing, you're not supposed to add "0" to the variable minutes, only to the display instance.
I finally get it down, I don't know that you can put something else than string in the text component, thanks user.
I'm working with Godot on my free time, even with some problems, I'm having more enjoyment to use than Unity.
It's ok if it works, user.
Feel free to use my retarded implementation.
Ideally you'd want something like
minutes += Time.deltaTime*timespeed;
Display.text = hours.ToString("F0")+":"+(minutes
I see I accidentally put a comma directly after the ? though
Going fine
cant post it there because christian board
webm.red
Pretty well, added in an interactive loading screen mini game. It's a third person shooter about having psychic powers in an asylum, plays like Psy ops/Max Payne.
I can't tell if this is the dumbest shit I've ever seen or just pure genius
>want to make game
>can’t make game
>decide to learn how to code so I can make game
>confused by everything
Jesus Christ how long does it take people to learn a code language off by heart and how do they know like three or four at once. I’m still confused by why variables in C# start with “void” and shit. Let alone at the point where I could actually code a working game.
Is there still a ban on those because some company owns the concept?
If you don't like it then you'll think of things you want to do different/better in your game. If you like it you'll use those aspects
Most languages are pretty similar so if you know one you can easily learn/use others.
Isn't that subscription based?
Given that Splatoon had them, I'm going to go out on a limb and say no.
Wouldn't be enforced for shit, anyway.
Of course, OP. It's getting fun, and it's fun to put in front of people and seeing them react/misunderstand stuff.
Do yourself a favour and grab RPG Maker. So much of the leg work has been for you
Follow tutorials until you feel comfortable, than you start doing your own stuff.
The patent for this expired in 2015.
Fuck them, I'm doing it anyway. Spent a solid day or two on this to just scrap it now.
Now add procedural generation and it's like thousands of other indie games. I love the genre though but fuck me, it's saturated at this point
Blunderbuss
It expired in November 27th 2015, you're fine.
Software patents are fucking stupid
Real purists use assembly. C++ is bloated as fuck
Didn't Nintendo owns some patent on the Sanity meter they had in Eternal Darkness? It was really cool to see strange spooky shit when sanity was low. Really innovative at the time.
You must be handicapped. That's alright. Here. This is C. That's enough.
>like three or four at once
Because the fundamentals of every language are the same. Once you get used to programming, you can usually understand what a piece of code is supposed to do even if it's from a language you aren't familiar with.
Why can't you just generate hidden snapping sockets in a small area when you need them?
There is literally no way this isn't a joke
Jesus fucking christ, even as a joke it's autism.
It's bugged when the number is between 9 and ten, splitted into regular ifelse makes it work though.
Does anybody know a good engine for a turn based game?
I used to use gdevelop but it is hard to do shit other than basic shit. I might use it to make a top down shooter soon.
>2d pixelart is bad for a solo project because I said so
And that's why your game will never be finished, OP
Tutorials are carrying me, and even with tutorials, there are certain things I don't know how to do.
you know python has a built in calculator right?
you could just say input1=a and input2=b
c=0
Then put something like a + b =c and shit like that.
Any engine is good enough.
Pixelart is fine, PixelShit is not. If one is not good at 2D art, I always suggest buying assets and change and redraw them and put them into the game. Really helped me getting into it better. Would rather play a Zelda clone than looking at pixel shit cancer like celeste.
open the link before posting hoime
If you want just turn based, you got RPG maker, but if you want to actually learn and make something that has your own spin on things you should pick an engine and set it up yourself via tutorials.
Jesus Christ. That has to be a joke.
Just stay away from HTML5 only engines(Like Construct) and very old deprecated ones. GMS 2, Unity and Godot are fine.
but still you can just do object A + object B = object C. What you did was read what A and B are any put a shit list of that it is going to be instead of using the built in calculator.
and they select if they want equation they want to do.
Fucking hell
I've seen the face of the spaghetti code god and it thinks life is a joke.
its going pretty well
i'm ready to release my first alpha build, after which i'll do some adjustments based on feedback, then add boss waves and an actual ending instead of just having infinite enemy encounters. then if someone likes the game i'll probably continue making it
># TODO: Make it work for all floating point numbers too
This should have tipped you off that it's a joke
Looks pretty fucking neat, user, nice job.
The art assets are probably going to cap flack but it looks fun.
I figure actions/movement could be executed a lot faster. Other than that, it looks to be some fun.
yeah art is mostly placeholder and sounds are definitely placeholder. i'm not quite sure what i'll do with the art since i dislike pixelshit, but since it's a free game i can't really hire an artist either. it's sad
i'd say the combat actions are about as fast as they can be, otherwise shit will get pretty confusing as you have a billion complex abilities firing off. i've thought about making movement faster though, at least when moving longer directions.
it's also the perfect game for this board because you can click a button and have the AI play the game for you: webm.red
just to note: those critical failures happen because of a debuff the miscreant enemy type places on you. same enemy type also swaps control between your unit and itself, which is why i was controlling one
I fixed it but soon I will add some dependency so it keeps on running
My teacher always said "longer codes are better than shorter one".
Since when could you copyright gameplay mechanics? I thought those were fair game
They are now, but existing patents can take a while to expire.
That's called a patent, it's pretty much declare you invented the thing and nobody else can make or sell it.
I'm more than ready to learn everything else but I can't into art at all
Do art instead so I can commission you.
Excuse
>user has autism and doesn't understand a joke.tiff
Buy assets, do some easy tutorials, find your way to make them. I for example am better in doing vector stuff and then putting them into pixels, or sometimes I don't. It is a really individual thing in my opinion. Maybe you are better in doing stuff in 3D and then either make a 3D game or use the render as 2D asset. It really depends.
but that is retarded since longer code takes up more resources and shorter code is easier to understand
If you wanted art and didn't pick up any of the asset packs that humble has been doing, then i feel sorry for you son
Are there some nightmare offices out there that pay by the line of code?
use a string
This is pretty cool. Spookybro is tanky as fuck. PC be able to gore a goblin in one punch, but he's taking hits like it's nothing.
Just got done with summer work. Might fuck around & prototype something in the weeks until uni begins again. Probably something written in Rust.
Making in-house engines has sunk development studios before. You be the judge.
I'm making what I intend to be an online browser-based Arena Schmup inspired by the decent .io games and Realm of the Mad God...
Here's a private demo (i promise no virus) if you want to slay some vermin
files.catbox.moe
Literally just make placeholders. If your game is shit, the art won't matter anyways. Better you flesh that part out rather than waste time on assets.
some but most businesses know what they are doing with coders or they have no fucking idea what a coder does.
You should be fine depending on where you live.
Post her nigga.
Have any concept art of the demons before you sprited them?
There are plenty of free or cheap assets you can grab and use. Besides, Dream Quest proves that you can have the art skills of a 5 year old and still make a great game
>Be an alright music composer first
>An okay artist second
>Have to be a coder to make video games
>Have engines right there, but haven't even started because it's so daunting
What I want to make IS 2D pixelshit, too. I wanna make something along the lines of a 2D DMC. Big Movesets, stylish combat, but in a 2D plane with a Fighting Game base input style.
You and me both friend.
Replace DMC with Vanillaware tho
The Editor did not shut down cleanly, would you like to attempt to restore previously open assets now?
I want to make a 3D browser game. Which notable engine has the best performance when porting to browsers? I tried BabylonJS and it seemed like a very good engine but it's not popular enough so there's hardly any examples/resources/documentation to work with. Is Unity or GameMaker okay for this?
gdevelop and flash
Holy shit, are you literally me? That's exactly what I'm making right now.
im making menus
released my game on itch.io
no one is interested.
at least I have a game right?
:^\
Hey, that works too. It feels like a concept with potential, right?
Rad. At least you're actually taking your first steps. I've made like a soundtrack draft or two at most.
Looks really cool user. Though the transitions might get grating for some during a playthrough. Those delays will build up over time. Just cut out the second wave of flames, or whatever they are.
That's cool as hell, user. I kind of want to copy it now if you don't mind. The style that is.
Your first 30 games will fail. So just keep chugging along until you make it. Every game you make is one game closer to success.
Does anyone know if any gameplay elements from TTYD are copyrighted?
How ?? A clone
you can't copyright gameplay, only patent it, and there's no outstanding patents on TTYD
Give me an idea for a theme for a Quake-clone level.
looks like hotline miami a little bit
There's a surprising lack of indie mech games.
That's pretty much where I'm at right now. Everything else was fun and easy to learn, but art is such a torturous nightmare that I'm not sure I want to commit to it. I don't really even care that much about graphics, so it's demoralizing to spend 100 times more effort on them than anything else, but I do care just enough that I don't want to use generic assets or geometric shapes.
yeah just make a clone, you cant get fucked over by copytight
>There's a surprising lack of indie mech games.
Sad.
this would be a fun browser game user! i assume you want this to be multiplayer?
But user [Spoiler] who let the dogs out? [/Spoiler]
>At least you're actually taking your first steps.
Hah, baby steps that is. It's a really rewarding experience though, coding isn't nearly as scary as I thought it would be.
2D action game in general I still think is a pretty wide open genre, which is nice.
theres a suprising lack of indie games that arent just more generic indie pixelshit
Any blender lords out there know a quick and good way to create "bound" hair? Like the flat part of the hair that's running toward a ponytail and shit.
I tried laying out pizza slices of hair curves but it's kind of shitty and tedious.
Disclaimer: I have no idea what I'm doing.
Can't you just cover the entire back part of the head then texture it?
That would be an idea if I was actually competent and could UV map and texture.
>no RPG Maker
why do they fear us?
Don't judge me, it's like the third thing I've ever modeled.
What game?
good work pal
what is the best rpgmaker?
2003