How is your game going anons?

How is your game going anons?

Attached: godot.png (1280x518, 48K)

Other urls found in this thread:

itch.io/jam/agdg-demo-day-28/rate/479871
pastebin.com/7a4KQcGc
twitter.com/NSFWRedditImage

Why are you making daily threads? Did /agdg/ kick you out?

So I completed the first ten levels.
They need lots of polish and editing.
Other wise I am ahead of schedule.
The boss needs a bunch of work.

Attached: firsttenlevelsinalpha.webm (1246x726, 2.77M)

shit I didn't know that was a thing, thanks user

Pretty well, we're putting out the first dlc/free content update a week from today.

Don't. It's as awful as anything on /vg/

>Deadline for video footage for a game expo highlight reel is tonight, not tomorrow
>Level layout is still a broken mess because of a tile update
I can do this

Attached: 1565643036015.png (340x319, 57K)

>Goe-doh
>God-oht
Which one is it?

How many programming languages are largely redundant hipster languages who want to be special snowflakes?

A good ammount.
only python, java, javascript, C,C# are used while everything else is a meme or there is stuff life C++ which has been loosing usage in most companies expect major game devs and even then it is going downhill

it isn't, I'm stuck doing boring shit

Starting to take shape, still experimenting with the collisions and rotations though.

Attached: bouncing.webm (816x460, 717K)

Neither

looks good

Rocker Knight clone right? Keep in mind that after a boost, Sparkster didn't immediately drop down to the ground. He eases into a fall keeping some of the momentum. That will really make the movement feel good. It's partially why the reboot that came out last gen felt lackluster.

I want to eventually make it more than just a clone but yeah, I'll be tweaking and changing the results of the dash until I can find something satisfying.

bump

Icon looks like a robot so Robot with a G instead of an R

and b and d as well lol
Go-Dot

>can barely code myself
>the few guys who wanted to work with me bailed because they're niggers and play WoW all day
>can't animate
>can't model
>no money

I just wanted to make a fun doom clone.

Attached: 1568212167292.jpg (434x500, 62K)

You know I gotta say Godot is growing on me. It's not perfect, but there's just something about it that's nicer than Unity. It feels smaller and tighter and more self-contained.

before it devolves into /g/ shitposting, how's the DESIGN aspect of your game going, anons? Any cool levels, bosses or mechanics you're trying to create and balance or want to share?

Attached: 1505110901802.gif (324x333, 857K)

really want to try out physics based movement and procedural animation in godot but have no idea where to start.
Think it could really make my games stand out

I should be working on my game, but I waste most of the day on Yea Forums.

Attached: 1555261568476.jpg (280x260, 47K)

Are you me?

What is the best place to post progress, I don't want to use blogspot, I'm avoiding tumblr as much as I can, and I don't want to host my own site.

Probably not.

Testing out how far I can go with my own shaders and effects to get a consistent look that unifies some store bought meshes.
Webm related, thinking of going into a horror boat game. You'd have to juggle the use of your searchlights between fighting off ebil boats and keeping them on the shadowspawn from beyond that haunts your boat to keep it contained. It's also a cute girl because why the fuck wouldn't it be

Attached: test.webm (1920x1080, 1.23M)

>What is the best place to post progress
no where, posting progress is a timesink that just distracts you from making your game, ONLY show shit off when the game is done

No.
Start to show stuff EARLY if you want to market it.

>marketing
oh my dear boy, all you need to do is either make it offensive towards group A or make it offensive towards groub B and you'll be flooded with the best advertising money cant buy

STOP ASKING
I'LL GET AROUND TO IT EVENTUALLY

Attached: 1542648914758.jpg (750x750, 132K)

>can barely code myself
learn
>can't animate
learn
>can't model
learn

or were you just planning to cruise by as the ideas guy?

Just recommend sites.

>been working three years as programmer
>10 years of blender experience
>dabbled on sound design for a couple years
>brain just goes to procrastination mode whenever i have free time

Attached: 1567863743045.jpg (600x450, 52K)

Unironically it's Go-Dough
But it should be go-dot

why?

Someone teach me how to make a video game. I have so many ideas I just need someone to come and make the game for me.

reddit/tweeter/4chum

I've submitted it to the agdg demo jam already
itch.io/jam/agdg-demo-day-28/rate/479871

Attached: UYVzMV.png (794x446, 256K)

Namefags, midweek is the worst time to visit, check on weekends or past midnight.

/agdg/ is the same regardless of the day or time you visit

Not-daily reminder nanowrimo approaches. Got your excuse to write the draft for your scripts boys

Is this the best engine for a 2d game ?

Days when r isn't shitposting are good days.

Attached: godot coffee.png (296x170, 57K)

i'm untangling the combat a little bit, trying to add some juggling in, let's see how goofy it'll look.

Filling up the level when i'm getting tired of spaghetti.

Attached: spellfist_crater01.jpg (1548x724, 482K)

I realized placeholder assets wouldn't cut it so I started working on one character. It's just a DAZ Genesis 8 female that I sculpted on.

Attached: veiling 1.jpg (2018x660, 459K)

I'm still waiting.

>been working three years as programmer
There's your issue right there. Don't try to have a hobby tied to your work, because it will associate all the stress and issues of your work with it, leading you to avoid doing it in your spare time. I do PC repair and working on videogames as a hobby is still fun and interesting to me after a day's work.

But I've been a nodev a lot longer than I've worked in programming.

what can you do then?

Bump

>start learning godot
>feels unsatisfying not knowing how it works
>put that energy into developing general programming skills instead
I hate that grind of looking up tutorials and "how to implement x in godot", I realize there's documentation but it's still difficult when you lack experience. It's why I'll leave the game stuff for later.

just use ue4 or unity. ez.

Youtube you nigger

NO

So your giving me permission to quit coding shitty web apps and to bar back instead for a third of the salary?

Just do gay porn user, earns a good buck and will help you build connections in the american gamedev scene.

why is art so hard? i want to be working on my game but art is a brick wall

Not till I'm big as Aniki otherwise I'm a fag

I like many others here don't play videogames why should we even make games?

Attached: 1566911242056.jpg (831x1024, 68K)

how much does the average music guy cost?

Attached: 1436199078585.png (295x301, 232K)

they do it for free

come to /ic/, they will make you learn

it doesn't get easier tho, but you may obtain motivation

Attached: ca.jpg (590x393, 47K)

Can someone offer a critique of this gameplay?

Put some waifus and u good to go. thanks for the cancer at the end

Attached: 29163FD3-5DC8-46A4-9F00-096D83E9580C.jpg (358x429, 51K)

I need to make friendship doors for my game, but I have been putting it off, someone slap me please

For 2D yes, easily. But their 3D has a long way to go

i make music in genres i cant stand listening to, i write and perform stand up poetry but i sleep through every other performance, i perform at a local theatre but whenever somebody invites me to a show i turn them down, i write short stories almost every day but i couldnt be bothered to read anything other than manga, i constantly make shitty rpgs and survival games but havent played a singleplayer campaign in years.

Actually good question, so my Multiplayer game instead of have a 2D lobby to start the level, it's a live level players can walk around in, is this ok? Also friendship door is just the players hitting two buttons at the same time to go on.

Yes, the support Godot got didn't come without reason. It's a nice engine.

Why is it the best for 2D compared to something like love2d

It's perfect.

Attached: 1559199227876.jpg (247x206, 13K)

No clue what the brown stuff does, judging solely by the WEBM. As far as I can tell, it's just there to trick you into thinking it does something?

I've been working on a cyberpunk FPS, but I haven't got gameplay to post yet. I'm working on enemy design now.

Anyways, What do you guys think of this design for my main protagonist.

Attached: ''R''.png (998x587, 182K)

Ronni?

Attached: 1567209681036.jpg (399x399, 19K)

why would somebody ever wear a hoody like that

is it an anime cyberpunk thing or just cartoony?

>anime mask
>cargo shorts
sorry user, ghost in the shell isnt cyberpunk stop using it as inspo.

Yeah the whole point of it is that it does nothing.

I made a rig in blender. Should I animate it in blender then import everything in unity or should I animate it in unity?

I didn't know you could animate in Unity? how is this done?

when will there be something that lets me make a game without knowing a lick of code?
something like Dreams I guess, but not shit and bound by the constraints of a console

Attached: cow tools.png (476x585, 252K)

What game is it

DS

probably 100$-150$ per minute

what you're talking about exists, it's called modding

ill do it for free email is [email protected] just give me a request and ill make some shitty game music or i can do cinematic shit.

but then I'm stuck with all of the shitty assets of a game like Skyrim and can't go much beyond that, lest I create my own textures, models and so forth

Make a proof of concept on the Doom engine

There's actually GPL versions of the doom engine you can sell workable games on

Attached: tumblr_njc9osEsTO1qjmcfmo1_540.png (526x573, 265K)

literally use UE4 retard or get a visual scripting mod for Unity. or just fuckign use scratch

I just started studying python. might as well start on something next summer when I get a hold on what shit can be done and what can not.

I'm in the same position. Visual art skills are insanely difficult and confusing compared to things like programming and composing music. I'm not really even clear on what I need to learn, or whether my goal of somehow gaining the ability to make low-quality game assets without a huge time investment is at all realistic.

/ic/ saps my motivation like nothing else. People saying that the best way to learn about art is to spend years drawing boxes is not very helpful, nor is seeing people who claim to have been drawing for less than a week that have skills I couldn't even dream of attaining. I'm also not sure to what extent learning to draw would actually help me with anything I want to do, especially given how little time I'm willing to invest in it.

the best way to learn about art is to spend a month drawing boxes and also do a lot of still life drawings. that's the way it has been for thousands of years. people may catch it quickly because they've already done similar things in school for years or because their instructor are actually pretty good and that's speeding the process up.

Small question but how do you increase the odds of someone buying a game?

lower the price

>the best way to learn about art is to spend a month drawing boxes and also do a lot of still life drawings

half-truth; drawing boxes (Drawabox) is useless if you have no idea how to apply it, you have to know what it is that you need to learn before you practice
the best way to get good is to draw what you want to now regardless of skill level, then analyze where you fucked up and practice that, then rinse and repeat forever

dont have a low price though, just put it on sale for 90% off.

YOU SHOULD HAVE THOUGHT

I worked on my game a lot during spring before my high school finals. I then completely stopped because I had to study and I never quite got back into the mood of working on it.
Now I feel like I don't even want to make that game anymore. I spent 3/4 of my time just drawing amateur pixelshit art.
Should I just delete and start over?

someone told me something that helped me a long time ago, when drawing always draw what the thing actually is. if you are drawing a man, draw a man, not a stick figure. You don't want your art to REPRESENT things, you want your art to BE what you are drawing. Eyes are not two circles. Hands are not 5 sticks attached to a circle. stuff like that. You need to think what these things actually look like and then draw it.

Depends how finished/polished it is. If it's fun I'd put it out somewhere even if it's free just to try and build up a portfolio. If it's got enough content to be worth money sell it for like $5.00

Is /agdg/ done shitposting about crumble and bokube yet? it's been 3 months since i last checked

well if we're talking about THE BESTEST then it would be finding some type of a course or instructor. it's not really a field where self learning is better than the otherwise

Why do people keep shilling this garbage.

Oh no. Not a single location is finished. I was gonna make your typical indie Earthbound clone and thought I could make a big world in 2D pixel art on my own.
Now I've finally realised how taxing making actually good pixel art for a guy like me is, I thought about making some low poly 3d game.

I have the core functionality working, but I'm unable to really get to work on actual content because I'm unable to get a story started.

i want to kill myself

Boku barely post there.

n++ Clone

ever since boku started full time camming they have done barely anything with their game. even though they did a fucking kickstarter for it

Given that I'm not intending to make a career out of it and I have no passion for it, I'm not willing to spend a whole lot more time than that enduring art hell. I'm a little skeptical that learning something about the absolute basics of drawing would suddenly enable me to make simple vector or pixel art, though. Of course, I'm not actually capable of identifying the skills I need to learn and how to most efficiently practice them, so it's very possible that I'm missing something there. I usually have no issues at all diving into new subjects and teaching myself new skills, but visual art just seems completely overwhelming for some reason.

I've been doing some studying, so I'm familiar with the concept of symbol drawing and such. When it comes to actually drawing with pencil and paper, I feel like my issues are more fundamental. I just can't draw lines appropriately for some reason: I can envision exactly where a line should go and what it should look like, but when I touch pencil to paper some random squiggle appears. I can try a hundred times, and never actually succeed at drawing a line that's the right shape and ends where it should. It seems like it should be incredibly simple, and I don't really see other beginners struggling with it, so I'm not sure what's going on there. To make matters worse, I actually enjoyed drawing quite a bit as a kid, and I stuck with it longer than most people, so I'm not sure to what extent practice would help. It's as though I'm doing something wrong at an incredibly fundamental level that I can't figure out, like I've been holding pencils wrong my whole life or something. Oddly enough, I'm still decent at painting miniatures, though, and I had no issues getting into that hobby.

I can achieve better results when using digital tools by several orders of magnitude, but it's a really time-consuming process.

Keep it up, user.

> I'm a little skeptical that learning something about the absolute basics of drawing would suddenly enable me to make simple vector or pixel art, though.
Take it from every artist, it does matter.

>Given that I'm not intending to make a career out of it and I have no passion for it,
Don't do it, then.

> but visual art just seems completely overwhelming for some reason.
Your expectation is out of whack with your ability and you can't assess it. Only by starting from the fundamentals and building up will you be able to see the paths to where you want to be

> I can try a hundred times, and never actually succeed at drawing a line that's the right shape and ends where it should.
honestly, draw more carefully. draw a couple of really light lines that, on average, go where you want the line to be, then very carefully, using your whole arm, draw the line in. this very slow practiced approach is the only way you will train your eye and muscles to do it consistently.

>I don't really see other beginners struggling with it
that is them, this is you. there is nothing wrong with you.

>like I've been holding pencils wrong my whole life or something
you might be. there are different ways to hold. look it up

artists wouldn't get paid so terribly if it was something hard

Art is hard but the value the typical artist provides and the leverage he holds isn't that high. Something being hard doesn't mean it will be well-paid, one might even say that the required investment is part of what leads to artists having lowered leverage in the first place.

Use the filter on /agdg/ pastebin.com/7a4KQcGc

It's supply and demand. user. Artists are cheap because they're too many. If it was hard to do, like STEM fields are, there wouldn't be that many of them.

It's oversubscribed because a lot of people like doing art not because of it's easier to do per se. Even in STEM there are researchers who do relatively hard jobs that are not paid very well.

Ain't that backwards for game dev? You'd think good artists are hard to find and coding for me is ez, at least the level of code to make a game

These threads are always complete ass, someone might have a decent concept, and zero art direction, rendering their game a complete failure before they even put it up for a quick cash grab with the millions of other indie shits on steam. Why doesn't anyone actually try for once, actually work on your game for a long time and get some dank ass art, and promote it, so you'll actually make some money, no company cares if you put your mario clone in your portfolio everyone else already did from the unity asset store

Is it cheating to download assets instead of spending tens of hours making them yourself?

Attached: IMG_8044.jpg (1200x630, 51K)

Coding games is one of the hardest types of coding there is. It pulls from many disciplines, it is real-time, event-driven, multi-threaded. What part of any of that is easier than coding spreadsheets?

> no company cares if you put your mario clone in your portfolio
yeah, they do.

no, they dont. they want to see something interesting, not the same rehashed garbage every other resume

afaik low level optimization is pretty hardcore

nope, but don't make a clone, you can tell when something is asset garbage, so just make sure it's not obvious

There is more demand for coders than coders. They care. Sure, something amazing is better than mario. But you said they don't care, which they do.

Because game dev takes a long time, and at some point, you just want to move to another game.

Being capable of programming a game and finishing by yourself, is a very important skill.

Basically, if you want a job it doesnt matter, but if you're trying to make your own game, then actually try

>"If you care, you should try"

hot takes

The math will be the same regardless of engine/language. Learn it in something with more documentation first

Attached: lizard.webm (500x454, 2.67M)

>apply torque
sure, i know how to do that

just use the formula.

Thanks for the advice, I'll take it into consideration. I guess I'll try delving into drawing a little bit, then decide from there whether or not it looks realistic for me to meaningfully improve my art skills within a short time frame.

It's amazing still how much faster C++ is than anything.

Unity is.... cute?

Attached: d6ydf1r-82984245-e2b2-4907-b1b4-1430623f9df8.jpg (1000x1353, 887K)

this
we're talking mathematical torque - no one who isn't literally Einstein would intuitively think this. I'm not even being that ironic

Attached: shrek.jpg (419x746, 38K)

Attached: 6a00d8341c85c753ef0133f5e46ed5970b-pi.png (530x453, 113K)

That's just to illustrate the concept, go look up in depth tutorials you idiots

Reminder that coding IS NOT HARD

Even for people who sucks at math like me?

i started but then i got to trying to add randomness and got confused and angry

Coding is less math and more logic, and it has a learning curve like any other skill.

All math problems you can face, someone else probably solved it already, so it's more like where should I implement this solution, and how.

The joke is every part of that you could implement just from the video and they he goes 'apply torque' ruining it.

Reminder that coding IS PRETTY HARD

wait a second I recognize this style.......isn't that game already out?

what kind of music are you looking for? I could possibly help you

designing the coding workflow for a game is pretty hard though

Yep, that requires thinking but once you understand what you want to do, doing it is the easy part

I'm only a beginner at programming, but thus far what I've done hasn't called for any challenging mathematics. It's more logic and problem-solving: thinking through how to translate a desired behavior into code, or analyzing code to figure out why something is behaving erroneously. It has actually been a whole lot easier to learn than I expected.

creating a concept mockup is probably a more safe way than doing that

started work on a mod for terraria, not sure if that counts but it's more than most nodevs have, anyways, should probably work on it, if not today then on the weekend.

Why doesn't source ever get talked about? It seems like a pretty viable engine and some good games have come out of it,
Zeno clash, half life, E.Y.E, counter strike, cry of fear.

Attached: 653px-Source_engine_logo_and_wordmark.svg.png (653x200, 18K)

It's held back by a lot of archaic coding baggage dating back to the old Quake days. Also no proper PBR material pipeline.

old as balls and outclassed.

Making Mech themed fire emblem type tactics game, tell me what type of waifus you want

Old as shit. Valve needs to get their shit together with Source 2

FULLY CUSTOMIZABLE MECHS LIKE FRONT MISSION

I haven't devved in weeks bros
Burnt out on tiny projects that get nowhere before I have an idea for a completely different game to make

Player Character's Mech is for sure going to be customizable, also planning it so the way to build support rank is to gattai with mech

I will buy your game

Bad

it's going alright, but slow. I'm using love2d and working on it with my younger brother, this'll be our first game.
based mecha dev

rad

Unity/GM shitter here, why use Love2D?

easy

Activate your Windows with KMS_VL_ALL, user.

robot waifu and yuri options

^ what he said.
lua was quick for me to learn anyhow and my brother has been using it to make mods for about two years already, so it helps having somebody so close by to check in with.