So how is your game going anons?
So how is your game going anons?
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So I might have to re think what I want to do in my game to make it more simplistic since before I had one goal with one character but now I want to put in multiple characters with multiple mechanics and I think I need to step back a bit.
Also here is some more music shit
vocaroo.com
vocaroo.com
vocaroo.com
vocaroo.com
You should probably just give up.
>Learning to make levels for vrchat
>Guides say multiple materials is DEATH and you should combine everything
>Check out the example levels and it's all separate parts anyway.
Anyone know where I can learn how to code? Going to use godot to make an FPS and Ive just been creating models and other assets
youtube or books.
Godot code is like python so you could start with that
If you do nothing else please destroy that second track entirely.
second track is spoopier than it should
Any one of you niggas participating?
The theme is "The game is a liar"
itch.io
I have solved major problem, removing the uncertainty that has had me dragging my feet for the past couple of weeks. now is time for to fly
is it bad?
Probably a silly question but what's the benefit of using regular coding over something like the node-based scripting UE4 and soon Unity offers?
From what I've seen it's all the same functions but laid out in a format that's easier to read and tinker with.
nothing really. If you are good at coding it is easier to write in code but for everyone else virtual scripting is better
Apart from the fourth which is your best, they're all pretty grating but the second is horrific.
It's the difference between using Lego pieces to build something and being able to design your own specific Lego pieces and building something with that.
For simple stuff that's in every game it's decent, but the more complex/unique things become the more you'll benefit from knowing how to code.
ok thank you
Eh, I dunno.
I implemented a standard WASD movement, but then realized that I need something more of a twin-stick shooter type thing.
Also, I don't know a thing about how to include items, proper AI and etc.
At least I made a pack of models, no need to worry about that for some time.
bump
skillshare. really, its actual pretty helpful.
some youtubers tend to have monthly free trial codes. try cinemassacre videos to see if one of them has a code.
This type of shit isn't maintainable, imagine hundreds of squiggly lines running everywhere
fuck off shill
There's a few sites that do it for free, just have to look for it, I used SoloLearn for instance.
I would understand that if it were premade functions for beginners but from what I've seen of the Unity one, it's literally the same commands and such from the code but in node form.
I'd assume you just group nodes together for management. Little Big Planet 2 had a lot like that with it's own node programming.
>comfortable with coding but cannot for the life of me make heads or tails of the blueprint system
Am I just retarded? The programming documentation for Unreal makes a ton of sense but the blueprints look like a total mess to me.
I am glad I ditched Godot (aka game maker 2.0) and instead went for Urho3D. It even has navigation built in!
Godot uses their own bastardized version of python with duck typing. Imagine javascript with access to OS level functions. The horror
Learn C++ (or C# if you want to aim at windows mainly). the /g/ wiki has lots of books and tutorials.
>Download Blender, Unity and RPG Maker expecting to use at least one of them at some point
>Do nothing with any of them
going to create a Yea Forums fighting game, any good memes I should add to the roster?
You been troll
>memes
don't, they'll all be out of date way before you finish
Honestly just add a wojack fighter since nobody has copyrighted it or owns it.
good one
>out of date
im gonna use ones from the mid 2000s, not recent shit with the exception of maybe spurdo
>Yea Forums
Just make a Pepe Apocalypse where the player is a tiny Pepe trying to survive different type of Wojaks
Don't.
go outside
I'm not the one that want to make a Yea Forums game.
soundcloud.com
rate my game tunes
Also, in case that user from the other thread is still here, here's that character I made forever ago. I'm glad you liked its design, considering I consider it rather rubbish
holy shit nice
howd you make this?
I guess I'm becoming an artist now, even though I'm a coder.
those are some sexy as hell rocks
No, you're an ideas guy with no talent and no good ideas.
Cute birb.
Why do you keep posting this thread to shill shitty ass godot?
Pretty good. I work in games, so this is the first day in a few weeks I've not done any development. Got 5 days off so I'm so relieved to not have to think about anything for a bit
Working on the player model atm.
>I'm butthurt for having chosen a second class engine.
Well better luck next time.
Are you a character artist? If not, why not just grab something from the asset store as a placeholder?
I'm on a VN thing for my game.
godot has a pretty comprehensive fps tutorial
docs.godotengine.org
Just smash through that.
Cool, go on.
Unless that hallway is on an upward incline you might want to shift some things around there, user.
Because I'm beyond the point of placeholders also why get a shitty free asset or pay for a nicer asset when I can just do it myself.
Is only like maybe an hours worth of work so far, pretty much just gotta clean it up finish the extremities then retopo and armature it.
>What is perspective
Thanks user! I'm still getting the backgrounds together with it variations.
unity or godot? I have no knowledge of coding whatsoever and the visual coding thing looks very attractive since I have no skills
Imagine thinking anything is 2nd class to godot shit.
any tips on proportions?
how did you get good anatomy?
>how did you get good anatomy?
Some people are born with it, it's just luck of the draw and genes.
Depends on what your priorities are. Do you have a deadline? Are you feature complete? Is a vanity item like a character model more important in the phase of development you are currently in than completing your alpha list?
Genuinely interested
Probably a free model base that you can sculpt around. No need to get good at anatomy, there's a ton of free stuff you can stick in blender or zbrush or max
I LOVE DDLC AAAAAAAAAA XDDDD
I used a reference picture at first and boxed it all out. Then just idk I just think of what muscles look like and sculpt them out better making sure to use dyntopo.
No deadline and I'm not the programmer, I've already finished all the main assets ( Building tiles, grass tiles, object prefabs etc.) And I've finished most of the creatures for the starter island.
So a lot of what I am doing now is the humanoid creatures and my programmer is tired of having a non walking slide around shitty human test character. So I'm finishing this up tonight. I've actually been getting through creatures faster than most of the old stuff so It's not even a bump in the road so far really. About 1 a day and like I said this is only 1 hour of work I usually spend up to 10 hours straight on something. My skeleton is the record so far with 2 weeks of nonstop work but he was my first big sculpt.
It wasn't a free model base and I'll take that insult as a compliment lol. I did it from scratch using a front back and right reference.
This is fantastic. Good on you, best of luck with the game mate! Got any screens of your work? Sounds like an exciting project
Really really not an insult. Using bases saves time. Game development is about saving time. Some stuff, yes, do it from scratch - but if you have a skeleton there why not put flesh on it, so to speak?
Finished up the objective UI yesterday, and also started work on redoing the challenge system, right now trying to figure out all possible cases for said challenges, and optimize it for every event that could fire for it.
I can't imagine a base is quicker than using the reference picture and boxing it out, the longest part of that was just me being new to that but I think that's the standard way.
No screens atm cus I'm at work and no access to it but here's a creature from discord in lower quality.
Working with some friends right now to make a video game idea I came up with. Right now we're in the very beginnings of the process. A friend and I are writing the first draft of one path in the game (its a tactics game) and we have some others working on designs and coding. Really we have no idea what we're doing, but we're all artistic types and we're passionate about making this game a reality.
Depends on your workflow. Are you sculpting?
I start out with a extruded mesh then sculpt to taste.
>Godot
>literally the only engine with zero games made with it
pretty retro, I like it. What's it about?
This is a great idea
The perspective needs work, but i like the overall look
Fuk yea, I'm making Earthbound 5 with ultra realistic graphics!
You gotta be 18 to post here user
It's a stat raiser VN. It's overall suppose to be a comfy game. You do part time jobs, hang out with friends, stuff like that. I'm planning to have spefic endings for most characters you spend time with.
how old are you?
29 :(
Perspective in this one is much better, it looks wonderful.
The steps and that roof are slightly off, though.
Characters face looks nice, but you seriously need to fix that background son.
I recommend you google some japanese school hallways photos and use that as reference when drawing.
Why did the thread suddenly slow down.
You're gonna fix that scaling, right? It's hell
Use a lot of school hallways as a reference. This has been a problem with my art. When my sketch is more accurate to what I'm trying to portray. I'll try to red line it to correct it.
Slightly concerned the only thing I can keep myself working on is a /d/-tier Princess Maker style lolige.
Working progress as of now. The resolution is a bit funky taking screenshots as well.
I'm pretty new at drawing as well (2years pretty much) and I know perspective can be annoying to learn.
If you don mind, you should just grab a photo of the background you wanna draw and trace/copy it.
I also have to draw backgrounds for the VN I'm making but for now I'm just using placeholders cuz I hate drawing backgrounds.
>you should just grab a photo of the background you wanna draw and trace/copy it
Don't ever suggest this, you dickhead.
i made a bridge
I mostly of my backgrounds are not finished. And I plan on going over most of them and correcting them. Pic related especially. I'm more focused on making character art and other assets as of now.
bwahaha sorry user i can't just HAHAHAHAHAHA
focus on the color palatte and perspectives, looks decent otherwise
Why not? He is not selling the art, retard.
Its just background.
Thats fine.
Honestly backgrounds are not even that important in visual novels UNLESS you are actually use them for gameplay, like adventure games with point and click mechanics.
But those two backgrounds you posted looks fine as they go well with the characters. Except for the hallway one. I say fix at least that one cuz the perspective problem is really obvious and it will surely bother anyone who see it.
It still is someone elses art.
It is better to make the art yourself then pixelate it and filter it since it looks so much better than real pixel art.
Imagine laughing at an age.
Godot is fully free and has virtual scripting.
We will have to wait to see how vulkan will do.
Would you guys say this is any good?
humblebundle.com
Been thinking about making some sweet music without any experience and since there's a sale and all.
25 dollars is not that bad.
You can use audacity and sunvox to make music.
Read the eula closely and do your research. It seems to be worth it but make sure there are not extra fees.
Unity is free and has actual games published.
Been trying to make my own vidya, but all im good at is making assets. Im mostly making morrowind mods tho.
I haven't worked on it at all this summer. Heat kills my ability to work.
Banger
I need to start animating my characters, but it's looking pretty intimidating to get started right now
I have an idea for a game, I just need some talented anons to make it for me. When it gets big you guys can have a piece of the pie. We can be business partners.
Here's some concrete pointers how you would fix perspective in that scene.
The general rule is, everything that is parallel to the floors/walls will follow a vanishing point at the center of your scene.
Drop the idea here and we'll take it from there.
>It's a stat raiser VN
I love that shit. I'll buy it If you ever release it.
Stuck on ledge grabbing / climbing. I might be retarded.
just do it, but dont forget to at least read up on some animation basics first
Just do CS50 for an introduction and then some more specific tutorials. CS50 is still the best point to start for people that never coded before, you will learn more than most people do in 4 semesters.
How good is CS50 if you're already learning data structures and algorithms?
Can someone explain to me how you even implement this? I never noticed how difficult it was since it's in so many games until I thought about doing it myself. Is it just playing an animation and changing the default?
Depends on how far you are and how much you know. I coded on/off for a couple of years and am a certified IT Engineer, but I learned a decent chunk of new stuff by the third week.
You get in a lot lower level than most tutorials that are just focused on programming and not on how it works
if i want to make a FFT type game what tools should i use bros?
Thanks user, I try to keep that in mind when making more backgrounds. I think I'll correct the ones I have finished once all my backgrounds are done.
The lack of stat raisers is one of the reasons I started this project. Since I really liked PM.
I'm planning to put up for sell. But, I have to get a composer once I have all my assets finished. I'll probably put out a demo of the game's first month or two. You play about in game about a year compare than several.
The game is planned more slower paced than PM to allow for more events in game.
I never tried it but I assume first things first you need to properly check for collisions on the ledge, then you need to snap the player's position to the ledge when appropriate, and change the player into a "holding ledge" state both in code and in animation.
That's just how I assume it would be at least.
The way I'm trying to do it is with a spherecast going forward from the player's transform.position and a racast from each leg going forward. If everything detects a climbable surface the enter the climbing state. If only the spherecast returns a hit then enter the ledge grab state.
Don't.
However if you're gonna make it different Wojacks with an Akuma style Pepe. Anything more and it's too desperate.
Pretty good, OP. All the sprites are ready and basic movement/collision is done, now i'm going to start level design
If you do this just use wojacks to not get sued. Make each of them different and give out keys here to promote it. Then you can break even.
Been focusing on learning GMS2 and already feeling way more confident with it. Working on a Greek Myth themed Metroidvania. Had some previous experience game making but I'm a lot more confident this time.
Also [spoilers]Who is the guy who dedicates himself to shitting on everyone else in these threads and why is it clearly Sad Notch?[/spoiler]
For angled surfaces, ie if we want to shimmy around a corner, I'm shooting a raycast left and right along the surface of the climbable surface and then a raycast going forward at the end point of each aforementioned raycasts. If none of the forward casts return a hit, then cast an angled ray depending on what side we're shimmying on.
I'm working on a father and daughter incest visual novel game but I havent decided yet if I make her 18yo or let my lolicon side take over and make her underage.
Why not have two daughters?
Had an idea of what I wanted to do but I can't get off my ass to attempt to start on it.
Well I'm using Teaching Feeling as inspiration so I dunno if the formula would work with more than one daughter figure.
But hey it might work I guess.
Though that would be even more work cuz I have shit like a relationship system that unlocks different events depending on how high or low it is, not to mention draw more sex scenes, clothing, gifts, etc.
>picked up a book on DX12 for $30 a week ago
>already getting textured models rendering
I'll be at DXR before I know it
Is this a Freelancer clone?
Yep.
Nice dude, it looks dope
Thanks, though Freelancer's features are all implemented so now it's about moving towards finishing up content and adding things FL never had, like quests and challenges.
Wait, where's your leading pip?
>not recent shit with the exception of maybe spurdo
Spurdo's over a decade old now user :DDD
It's on there. The guns have low-ish range so it only appears for a brief second before the snake's head is off screen, and by the time I've turned around the head is out of my range.
I really like the style but as people have said, the perspective is wack.
If you haven't read pic related, its pretty short and simple. Probably one of the most recommended books for people into art.
Ok cool. I'm looking forward to your game user, you have anywhere I can follow you?
A few places, there's a steam page.
store.steampowered.com
And I post devlogs to both the kickstarter, blog and my twitter.
kickstarter.com
underspacegame.tumblr.com
twitter.com
Trying to make an RPG in UE4. Is it preferable to make separate maps for overworld and battling or should I use level streaming? Switching between game modes would be easier but keeping all the variables in the gameplay sounds good too.
>work on Unity
>fix and mix a few scripts together because there's no reason to have them seperated
>weird bug, a public variable I used for testing doesn't go away despite the fact I removed it completely
>no matter what I do (resetting, removing and bringing back the script, etc), that variable keep appearing
>not really important, decide to save regardless
>get an error message and Unity crashes
>open project again
>all scripts components can't be found, nothing I do bring them back, I have to manually remove and place them back
Thanks god I'm early in development but if that shit happens again later that's going to be a big problem.
Just got a great idea! Wish me luck guys!!!
How should I go about getting a job at a japanese company? What programming projects would be impressive? I think I'd need to know japanese for sure but outside of that am I fucked? What tools do they even use.
Your idea is shit! Good luck.
This happened to me before. Quit Unity, restart your computer, and then open Unity again. The issue corrected itself.
Working on the quest system.
stop using unity
>2 weeks ago
>I can't draw shit I'm a coder
>now
>I am the asset guy
what the hell is going on?
I have zero fucking motivation
You realized the words "I can't do X" were just an excuse to not try
keep going user
damn i dig the style
whats the lore behind it?
as a codelet, renpy was a bit different than I expected but I have faith I'll get through and make a puzzle VN!!!
It's a game called Morgenstern. It's a retro kind of RPG where you amass a party of heroes to take down the eponymous looming threat known as Morgenstern.
At the end of the game, there's a huge twist that I may as well spoil right here considering I'll probably never finish the game. Morgenstern was a rumor fabricated by the main character to give him an excuse to destroy the world. It turns out most of the people you killed throughout your journey were rightfully trying to stop him. You fight him as the final boss, with all the stats and attacks that he's gained throughout the journey.
I don't blame you, kittens, OHRRPGCE is just north of Klik n' Play and Hyperstudio
It's weird looking at things I drew, and not think that they look like shit.
truth
it's been a fuckin minute since I went by that name
that tree is alright. it looks like smth out of Cave Story, almost
This is OHRRPGCE? I haven't heard that name in over a decade. I remember making shitty rpgs in middle school with that thing.
>It's weird looking at things I drew, and not think that they look like shit
It's either that or thinking that everything you draw should be displayed in a museum, there's no middleground. At least with the former you can improve.
Your tree is alright, you could try to play with the brightness, the bulk of the leaves are usually brighter on top than at the bottom (because the sun and moon are most often above the tree)
Don't get me wrong I still think I still consider it programmer art. I find it perplexing that indie developers haven't figured out that they should sit down and study SNES era pixel art to figure out why that shit looks good. It's how I have managed to even start improving.
Damn, how do I get this good?
Working on updates for my one-hit fighting game.
>long ranged attacks in a one hit game
It's made for people that can't into syntax except it's also a huge headache to work with at the same time.
I don't want anyone to steal the idea and become millionaires without me. I only want to work with loyal, hardworking, talented people I can trust. But I guess I can share the overall idea without giving away too many details. It's going to be a massive open-world action adventure game with lots of customization and an amazing art style. And you'll be able to make lots of choices in dialogues and there will be lots of unique npcs, gameplay opportunities and amazing graphics. But that's all I can really say to avoid spoilers.
>long startup
>long recovery
pick 2
>massive open-world action adventure game with lots of customization and an amazing art style. And you'll be able to make lots of choices in dialogues and there will be lots of unique npcs, gameplay opportunities and amazing graphics.
Do you plan on hiring 500 people?
I'd fucking pick having one memorable as fuck character in my game over a million dialogue choices.
I want to find some easy art style, which is easy to copy without extensive experience in drawing. I look at sprites in Higurashi, for example, and it looks easy on the surface, but fuck, I can't understand how to achieve the same result without knowing anatomy, coloring, etc, already.
Why are dumb ideas like this so common?
working on this stuff is so hard :'(
imgur.com
Just use your own style
You can do the space funeral thing, but if you want to git gud there are all sorts of things you can do, study good pixel art from the best, look up tutorial, study animation theory, anatomy, everything basically. There's no substitute for hard work.
>There's no substitute for hard work
Great line, thank you, I'll try my best.
Doing some animation test
>tfw you gave up on making games and just make fake screenshots instead
>There's no substitute for hard work
Yeah, there is. It's called outsourcing to india.
It's still hard work, it's just someone else's hard work.
On pause because of LIFE. I'll come back to it once I've killed myself. Ghost dev'ing woo woo
Do you have NPCs who don't own the station but have an understanding with the people who do?
good animation but why does it go under his feet
Looking pretty nice. Is this for a sidescrolling action game?
Looks cool, but I have no idea what weapon it is.
a few people really liked it but im not satisfied with how it it turned out. now im putting out a major patch but most people who were interested in the game have moved on. i guess ill just keep going for the sake of completion
Gameplay purposes. You can use it while walking, and the game has slopes of a variety of steepness. It would suck if you couldn't hit an enemy right below you. The top half is a separate sprite from the bottom half.
Yes
The slash effect is WIP. I'm going to fine tune it later so it's more distinguishable. My programmer just needed a visual placeholder.
He's swinging bees!
I'm too busy studying theory
I've only used shit like MatLab all my life. I wonder if the leap to actual game programming is large enough to justify getting someone else to help.
Where do i start? I've got an idea, i know how to code, I've downloaded both unreal and unity, where do i start?
Klik & Play
Of course. You can fully walk around on the stations too.
>petting mechanic
I will now buy your game.
>Wants to try and make my own game
>Doesn't know how to code
>Doesn't know how to art
>Basically talentless
How fucked am I?
That's a really great artstyle for ascii
Fixed a critical network bug in my unity game today, so now Steam matchmaking works relatively smoothly. Added a results screen and polishing rough edges while preparing to send out keys to convention goers. Still need to add a tutorial.
>A literal mine defeats the hedgehog problem better than me.
How did SSC go for you?
CUTE!
I think I've flown worse in starsector if that helps user.
Unless you're a russian asset flipper or sheer brownian motion/monkey typewriting makes you spontaneously make a game its not a great start user. There are plenty of engines, tools and methods to make games without any actual direct experience, but that last point is a bit of a killer.
Went really well, met some cool devs and got some valuable feedback. It was tough to get people to play when the game was sitting on the title screen, so I added a features that makes the game play itself if no one touches the controls for 15 seconds as a sort of attract mode.
I expected it to be the case sadly.
Do you gain any bonuses from taking care of your mine?
It's not my game, but I work for a MUD, so I guess I'm an archaeologist or living fossil. At this exact moment, I'm tweaking this piece of shit.
The Northern Ocean, full of raging waves and endless horizons serves as a striking background to the edge of the cliffs that border it. Squat blades of grass cover the soft soil entirely, spare for a few dandelions that have pushed their golden faces upwards to bloom. Southward lies a valley, speckled with streams of flowers that flow in colourful groups together amongst the river of green. Surrounding the valley is a ring of mountains, their grey peaks all capped with ice, protecting the valley against the arctic winds beyond them.
I'm also fixing a thing where a mob is supposed to only occasionally drain the health of something attacking it, but instead its being a vampiric god because we changed how attacks work for some classes and now some of them pretty much are guaranteed to be succ'd to death just fighting it.
It'll become more effective in combat, slightly. And it will love you more, which is what really matters.