Are you developing any games right now Yea Forums. if so, what are they about

are you developing any games right now Yea Forums. if so, what are they about

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I'm making this normalfag trash for some reason
I'm too lazy to even finish it though, menus and UI are suffering

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I'm developing my life, but I'm dying, I'm the great meme

Middle aged Japanese don't really fall under the Yea Forums idea of normalfags

I will never be able to post anything about my game on this website, even though I really want to.

doesnt really fall under anyones idea of normalfags

Middle aged Japanese play mahjong, not mahjong solitaire
Middle aged American soccer moms play mahjong solitaire

I don't actually know the difference and haven't heard of "mahjong solitaire" until this thread

horror action platformer about a world made of human flesh, just started dev a few months ago

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Solitaire is the dumb tile matching game white people play on their cell phones
Actual mahjong is the rummy/poker kinda game played with four people using the same tiles

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Still working on my grid based tactics mech game, got a dialogue system working although i got to fix a bug were if you button mash through the dialogue it'll bug out, game is gonna have combining mechs as a gameplay feature that will raise support between the two pilots. Still figuring out what type of waifus to have so tell me your recommendations

AI/actual robot waifus are the only answer

remaking all the weapon models from the placeholders. heres the revolver

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still grinding away

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game doesnt have any repeat enemies either

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going fine
was having some troubles with the VN ui system but i managed to fix it

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Still learning to draw. Feels like I’m doing this backwards, I can program and 3D model, but I want to at least be good enough to work out my design ideas on paper before wasting an hour in Zbrush and figuring out it looks ugly

I want to make a SWAT 4 style Section 9 game

get on that concept art GRIND

Any tips?

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try to make the design feel more cohesive, hard to tell what the purpose of this gun is besides being a gun

Sorry, not my picture, was asking just in general in terms of learning to draw for concept art

be very rough with sketches, concept art is about getting many ideas out quickly, the art doesnt have to look good until youve settled on the best design

This looks cute and I'm excited for it.

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Learning Unity and C#. Found a good course for it. Figure I can do it as a hobbyist.

Thanks, makes sense. I need to get over trying to draw good manga and instead draw just enough to get a concept down

Just trying to figure shit out yet again after giving up a year ago. I'm starting off with a shitty meme platformer based off a terrible "in joke" with my friends from 4 years ago. Can't say what it's about since they may still browse this shithole I want it to be a surprise.

I'm making a game that is like a cross between Slay the spire and Shin megami tensei. A sort of turn based deck building RPG rogulike. You build a deck and capture/fuse monsters to help you fight to survive against endless enemies.

I dont think its possible to make a 3D game alone, because of how many assets you need to make from scratch.
2D game seems more feasible, but there are already tons of them on the market, so it wont even cover the costs of making it.
So no, i dont plan to make anything :(

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Low poly 3D is easier than 2D. Don't know what you're talking about.

2d animation especially takes a lot longer than people think

i have like 3 or 4 games. i put them on all on hiatus to develop my own engine though because all the existing solutions suck since they either don't have the features i need or their editors don't cross platforms well enough.

Is it even possible to get an artist without paying upfront? I don't see myself making art assets anytime soon.

I've been considering developing a game, but I might give up on the idea. Even NES-tier graphics are far beyond what I can manage right now. I'm also starting to suspect that even if I figured out a way to improve my art skills, I still wouldn't enjoy the process.

use free pre-made assets off a royalty free website until you can find an artist to replace them for you or you get skilled enough to replace them yourself

I doubt I'll ever get to that point, I don't have a tablet to draw and using a mouse feels horrible.

You can get a decent enough tablet for cheap

>Is it even possible to get an artist without paying upfront?
It's possible. I've done the occasional freebie for friends, or settled a deal on a handshake instead of my usual freelance agreement.

couple of ideas I've been messing with
>/d/ roguelike/dungeon crawler
>third person roguelite (sorta like Necropolis)
I just haven't had motivation to do more than prototyping shit out though

>Censor bar

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What would it take for a project to interest you enough to do the latter? I don't really have a problem with splitting all earnings (even though I'd rather release the game for free), but I doubt that's enough.

I feel like trying to making procedural cities, but I'm not quite sure how to go about it yet

I should probably just work on something basic and use it as inspiration for something more advanced

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I have all the ideas and mechanics in my head, I just need a team of developers willing to do it for free.

can someone explain how to make a basic platformer in post

i don't have the right mind to learn coding. Shits tough and I don't have the patience to self teach, which is a shame because I have an entire game designed and sketched on grid paper

Put blocks in space
Make blocks immobile
Put another block in space, this one mobile
When hit spacebar, make block shoot upwards

I just made some slopes today. It was harder than I thought it would be.

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I am making a game called:
>Nigger:Action Stealth Espionage
In this game you are a nigger. You go around and inner city doing nigger things.

It always is. What's your methodology? Are you using a standard physics simulation or a custom solution?

Now what happens if you run up a slope diagonally into a ceiling corner

Ask me how I know you've had to deal with this shit before

Away from my main computer, so just been spending the time making station exteriors. Around 55 left to go.

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>custom solution
That. If the player is going to hit a collider, it checks if it belongs to a slope. If it does, it doesn't do anything to the x_speed, but it does move the y position up for every step forward on the slope. Going down was trickier, I basically do a check forwards, and if there's no ground beneath that point, I check downwards a certain amount until it hits the slope, then i move the player there. There are no nested loops and there's max 6 or 8 position checks per frame, which isn't elegant but it's fast enough. I'm probably gonna rework it if I get far enough into the game.

Should throw in a nod to SS13 somewhere, like 'derelict plasma research station' or something and if you loot it, you get clown related items.

Fuck, it clips through the ceiling. Also, I just tested when I fall off a slope, I get stuck in the ground when I land. Welp, not done yet. Thanks for the tip though

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based

Pretty much all the stations already have their descriptions written and their selling and buying lists set and balanced already, it's just a matter of giving them actual interiors and exteriors.

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I realized a font I was using was CC3 non-commercial, so I had to replace it and I don’t like the new font as much.

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>they have interiors
Oh man you could actually do something pretty awesome then for an SS13 easter egg if you wanted to. Sounds like you've got stations pretty much locked in though.

speaking of easter eggs, anything juicy on that front?

Oh, plenty. A major part of the game is flying out and exploring the unknown after all.

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It’s an online 3D smash-like. Trying to add obstacle course/race stages and more weapons.

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I'm sorry to hear that.
I've been rebuilding from the ground up my custom platforming implemention for a new project. Having slopes, moving solids, moving slopes, moving solids able to push the player into other moving slopes, etc. really requires to take into account every single stupid corner case imaginable.

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Yeah doing the slopes I kept wondering why the character was getting stuck at the very top, and it was because if the character is standing on the very last pixel of the slope, the collision check doesn't see the slope anymore, only the solid block in front of it, so it was getting stuck on a single pixel of a block. I had to rewrite a bunch of logic to account for that.

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spriting for slopes is annoying too, since if your characters too wide you have to tilt the sprite or it looks like shit

What's a good engine for something UI-heavy, like a 4X or card game? I've messed with Unity and UE4 before but both seem like overkill for a game like that. C++ or C#-based preferred but I'm open to suggestions.

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i use game maker, its pretty lightweight and seems to favor simplicity so that might work

Hearthstone was made in unity if you weren't aware. Not saying it's the best option though

I'm in the beginning stages of making a 3D RPG with tactics based combat. It'll end up being absolute trash, but I'm just hoping to learn how to use Unity's libraries to make better stuff in the future.

On the flip side, it's hard for me to imagine programming being the obstacle that prevents someone from making a game. I've dabbled in a lot of different skills and hobbies, and there are few things I've found as easy to learn as programming. On the other hand, I find drawing to be impossibly difficult, and the thought of how much effort it would take me to improve beyond the level of a typical grade-schooler is enough to completely kill my motivation.

imagine being an artlet or codelet lmao

>What would it take for a project to interest you enough to do the latter?

I work on three Fs: Fun, Friendship, Funds. If it sounds like more fun than playing vidya games or working on my own stuff, then I might take a whack at it. Usually that requires some existing relationship, but a cool enough free project that's being made with and for no money is the sort of thing I might contribute to on an irregular basis. If I like you enough, I might help out as a favor even if it sounds like work - we all need a hand sometimes. But I might expect lunch and a revenue split proportional to my contribution. Finally, a well funded project with a good reputation, where our expectations are spelled out over email (so there's a record) could convince me to at least get some stuff into the preview stage without any money changing hands, and without it being someone I know personally. But the second I am asked for any final deliverables, I will require full payment, and nothing short will get me to turn over the assets. The latter is something I would spell out explicitly before even starting.

I never, ever accept a revenue split from randoms in lieu of regular payment, because the failure rate in game dev is higher than the success rate by a wide margin. I could go the casino, let some money ride on black and have a better time and have a better chance of getting paid. Just the reality of it.

a big problem with the failure rate in gamedev is that even if a team or person gets a project to release a lot of gamedevs just suck at marketing, so good self published projects fall under the radar

everyone hates a shill but honestly in the industry being a shill is the best way to get your game out there without a professional publisher

I'm learning programming. I want to make my own 3d fps engine thing just for fun but I eventually want to pick up C# or something for Unity.
I want to make a cowboy RPG thing eventually, but I need to consume more western books and movies so I can write something cool, but the aesthetics I want are in my head.

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