how's that game going, Yea Forums?
How's that game going, Yea Forums?
Hol. up I actually made something.
bumping for curiosity
Anyone think I should run with this? I'm making something ridiculous since I can't think of anything good.
i haven't started yet
I hate Unity, and I hate how the UI works.
>Put an object
>250 verts
>Update text to show framerate
>2k verts
>Use raycast
>framerate dropped by 20
If I was deving for PC, I wouldn't worry so much, but, for mobile, is a pain to work with it, I'm moving to Godot after I'm done with this project, thankfully I'm almost done with it, one or two months.
great now that I'm using Unreal.
>messing around with texture masking
>colours keep breaking and I can't work out why
>work out that when subtracting masks it creates areas of 'negative' colour
>need to restrict values to within a certain range
>realise there's a math function that does exactly that
>realise I need to use it repeatedly
>mfw
I guess I can learn programming.
How should I tackle the subject if I wanna get into programming?
>An actual vidya game making thread
Ive been waiting forever for one of these. Im pretty excited Yea Forums, Im still learning how to make a vidya and one day I hope I can make a game thats worthy of being noticed on Yea Forums and eventually having /vg/ degenerates making threads about it
I hate working with Unity's editor shit, so I am taking a break
I'm working on something, let me see if I can get it to work before the thread rips in peace
Well...
>Been building a retro-inspired FPS for roughly a month.
> Have had to rebuild the engine several times because I failed to use Github implementation properly.
>About 2 week ago I fucked it up and now have to rebuild it a third time, but now I have github implemented and can easily push >updates and so, basically if I make a mistake it wont sink the whole project, I just have another version ready to go.
I have the building of the engine down to the point where I'm going to worry about rebuilding the engine a little later in the month. Should only take a couple days at this point. Right now I'm brushing up on my blender skills in 2.8 so that I can begin building the first level/hub world of the game.
I've uploaded some videos of it, but I wont shill them here too hard. If you want to find it just search "Unity FPS" and set the search to "This month"
warning: all placeholder models. so it looks really, really shit at the moment.
kek
>Select friendly language
>Find a good IDE
>Do basic tutorials until you feel comfortable the with the process
>Study programming logic, patterns and algorithms
>Do something every week
>Check other languages
canceled, I´m starving,
> holy balls. thats amazing. saved Post moar if you got them
Who are you quoting?
Check Godot FPS tutorial
writing's gonna get done, writing's gonna get it
also doing music in the mean while
would you play an SMT clone with pic related as a lineup of monsters
im so confused. I was quoting
Thanks fren. I've heard a lot of good things about Godot.
>Never pay for tutorials.
I broke my own rule, once.
Its basically the same damn tutorial on YouTube for free with like, 6 differenceses.
Least the guy explained how all the code links together.
Teach me the way of the boob.
what tutorial was it?
just finished work on bloodborne 3
Going fine.
I converted some of the BGM I whipped up from MP3 to WAV and it went from 3mbs to 70mbs. That was interesting. I suppose OGG is a little more size conscious.
A typical space shooter for unity. Its damn near the same code, but alas, why wouldn't it be?
The added extras, I'm debating if they were worth it, and there were a few things from the free one that fixed his coding errors, but a+ for his presentation making it easily digestible.
No. I like my drawings more than yours.
Rip
Sure, but SMT is carried by the world and characters more than the monster taming/fusing.
Yes ? The designs are good, but, lacks uniformity on the style.
It's not. I just don't have the drive to go through all the bullshit to get the basic stuff in place; I'd rather spend the time working on design.
I hacked up Unity's standard shader to add a variable-intensity ramp for proper deferred cel-shading and outlines, it's probably the only time I've felt like an actual developer and not a youtube scrub.
Alright Yea Forums post your team
It's going well, but I would never use Unity
What programming language do I need to learn before getting into Unity or Godot?
Digestible, say, for example, no youtuber explained how hierarchy works in unity.
Transform.positon.
The script goes to the transform, which holds position, rotation and scale. Dot just says to drop down on the hierarchy.
Easy, I know, so easy, I didnt fucking notice, then learning everything else became second nature. Even dealing with more complex hierarchies.
Player.gameObject.transform.position = new vector3(0,0,0);
Did that today for a respawn function I made without a tutorial. To spawn the player at that position with those x values. That function happening on a seperate script because I made it turn the player off. May be a better way.
My point is, it's been a month, and I feel like I know what I'm doing.
Yeah, worth a buy.
Your game's gonna flop
why is it bad to use unity?
I think Unity uses C#, Godot uses GDscript. Both are pretty basic. It's just scripting, any idiot can script.
Either way your best course of action is to dive into the deep end and enjoy floundering for a while. You're get there.
you tell me
thank you user, one question
>dive into the deep end and enjoy floundering for a while
elaborate on this?
Still in concepting stages
my lazy ass and a few other lazy asses can't decide on a few things
All we know so far is it will involve lots of robots doing the shooting thing at other robots, and that it will definitely not involve PvP.
"Just like make game".
Google your way out on problems, look at tutorial example code, other projects, continue applying to your own games that sort of thing.
thanks a lot, appreciated
Ran into two key issues. The engine is fine and I can do most of the things I want to do, need to find fixes for most of the shit BUT issue 1, making assets, I can do retarded art but making sprite art is not really the thing I'm good at. No real tutorials for it either. Issue 2: The story, do I make the story I wanted to originally do even though it is edgier than Lisa The Painful or do I mnake the usual comfy rpg maker game featuring a super sweet female character?
It's not bad, it's just that it can take so long to set something up that I lose interest
Especially for 2D games (which I'm working on)
Any language
>License
>Constant tracking
>Inefficient design
>Purchase X feature on the asset store, we are not going to implement it
>Slow
>Horrible for 2d
>Don't offer mechanics to implement custom systems
>UI is shit
Godot has C# support.
I'm currently making a game that kind of plays like RuneScape but with a scifi theme (based on the never released MechScape). I've got the camera and movement finally working as expected, as well as pathfinding alongside buildings/walls (which was harder to get going than I originally thought it would be).
I'm now working on making the interactivity of the scene, like clicking a tree and gathering logs. The way I'm trying to do it is basically when the player clicks, it'll cast a ray and check to see the tag on the object, in this case "Interactable". From there, it runs a script on that object, which contains information about the object, such as its name, description, and eventually a script that processes that event. So for a tree, it would determine if it has been cut, if the user got a log + xp, or if they continue, until it finishes, updates the model to a stump and resets after time.
I'm not sure if it's the most efficient way to deal with them, but I'm generalizing the code as much as possible so that I should be able to repeat scripts on many different types of objects.
What do you recommend for a 2.5D game? I now the basic for Unity but i kinda want to know if there are better options.
I'm testing out Godot and I ran into a bit of a problem. It seems Match, the equivalent to Switch, doesn't support conditions as patterns, or at least I haven't found a way to do it. I can do it with a bunch of nested ifs but it takes up considerable space and is overall annoying to work with. Am I doing something wrong? What I want to do is basically take a variable and then do things based on its general value. So for example case 1 when it's above 800, case 2 when it's below 800 but above 600, and so on.
I'm happy for you user.
Its a lot farther than I ever got I'll give you that. Keep it up
..lllllike a thick dick on a quivering vagina
I saw a tutorial for something like opening a door to load home to enter.
Minus loading another scene, which is easy in unity, he just put a box mesh next to the door, turned off the mesh filter, and added a collider that turned on the UI asking you to press a key to enter. You could make it to where you can toggle through the u.i that the object its attached to for its info.
Anyways, more than one way to skin a cat. Right now, I have to hard code everything. Putting things into classes and arrays is a hurdle I'm working through
nice bag of sand
lewd is finaly in the game, as soon as i add lewd for atleast all the random female duelists you can bang duel ill release a demo build
based, but I thought it was a lion's head from the thumbnail.
That's great!
Maybe make the text a tad faster.
What kinda game?
>try to post a webm
>takes too long to upload, captcha expires
fuck this, I'll post it tomorrow if the thread is miraculously still up
Contemporary RPG set in a current year clown world scenario. The world is about to go to shit. You can't do anything about it and have to figure out a way to save your own ass and deal with a situation that is only tangentially related to the loredump I posted.
Pretty good, making a streamer bait game
one last try
Useful to know. I have experience with loading other scenes for stuff like that, so I should be able to accomplish that pretty easy. For UI, I can always make an element that instantiates a new 2d object at the front and deletes it when the player clicks elsewhere
you'd better implement multiplayer and letting players grab each other if ya gonna streamer bait
Hey, that's not a bad idea
I'm learning how to program. Made snake.
github.com
Actually got it to compile on Windows but the source code is still available for those who are curious.
Once I gain some experience, I'm going to try to make that FireStarter game from FoolyCooly in Unity.
I found a couple of them already made, but I want to try my hand in it.
Nice, is the jump going to have a fixed height and fall speeds like it is now?
There was an user on 4x2chan's game dev board who was making a 3d game with some skeles in a dungeon and everything was black&white with a noise filter. It looked pretty cool, but I last saw it so long ago. I wonder what happened to that game.
If you make RPG in unity, what kind database should I use?
is coding hard
Currently in a moving period, but I'm throwing ideas around for what to make with my new roommates since we all want to make one.
I would want to do an EDF clone but based around less weird Jap stuff and more cool weapons, or maybe a Tribes successor
Now the question is do I make a porn game or just a game with casual nudity
My current project is using unity's built in scriptable object sytem. Its not actually a database, but the pros are its super easy to access in code and connect refences, since everything is just serialized objects.
My game need lots of item, is yours the same?
looks like about 1,100 entries so far. (divide by 2 because meta files). Is that a lot?
I have a bunch of ideas but probably won't will be capable of doing any of them, and it's hard for me to have a good idea for a game simple enough that I handle alone. This is why pretty much every single game I ever worked on needed a team of at least 2 artists and 2 programmers (including me), and most of them ended up being cancelled because the rest of the team didn't want to try doing something out of their comfort zone.
Thanks, should have learned about what feature unity has before even trying to make game.
There's no shame in making small idea games and rolling with them if they feel like they have more potential. Also, not every idea is perfect for one medium of creation, and most other mediums outside of video games are significantly faster to create.
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