HOW'S THAT GAME GOING?

HOW'S THAT GAME GOING?

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It's not going, I'm trying to find small projects to practice, but everytime there's something that is clearly one step above my knowledge and I spend a shitload of time trying to learn something I don't understand because I'm missing knowledges.

>I spend a shitload of time trying to learn something I don't understand because I'm missing knowledges.
I started with absolutely no knowledge, and what I did was find a really decent tutorial close to what I wanted to do, and followed it to the point I could take the knowledge it gave me and expand upon it. You can do it user, I believe in you.

My friend is making a game right now about jumping and shooting a bow, based on the movement of titan fall 2. It's cool as fuck honestly.

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it's going at about 60 frames per second

>mentioned the spooky FPS I'm making yesterday
>went back to the grind today
>when you fire the gun you get random shell casing sounds and the slide is animated
It's a small step but it makes me rock hard that I did this shit all on my own.
I apologize in advance for shilling my twitter but its the only place I could upload a video with the audio needed.
twitter.com/handovertheBR55/status/1176077717592334337

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Oh I'm trying.
It's just that it often feels like being at a math class after not paying attention for 15 minutes, everything sounds like chinese because you are missing that one important knowledge so that everything make sense.

You just have to find the specific thing you're missing man. I wanted to create a funhouse of spooks, and after I learned about scripting and triggers it was like Neo after he sees the fucking Matrix. You can do it dude, what specifically are you missing atm?

I'm also doing a "spooky FPS" in Unity3d
but so far I have only built environments and totally forgot about the gun/gameplay lmao

>that gun shot
>those shell sounds

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Building environments is good. I just focused on the gunplay because this first level was a bit of a twofold; a tutorial level to establish how the game is going to play, and an area for me to finally learn what the fuck I'm doing with everything. It's a huge work in progress, but my idea basically is its a tongue in cheek spooky horror game, but then you get to the next level and the game becomes like the house in RE7. The spooks get more subtle, shit changed while you're not in the room, etc.

sounds good
which version of unity and which renderpipeline are you using?

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How do into drawing/art? I dont want my game to be all pixels

After losing all my progress to a crash that corrupted everything, I'm almost back at where I was, I'm just missing stats, melee and inventory.

Practice, learn stuff like anatomy to understand how bodies work, learn basic geometry, and practice practice practice.

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I just use the latest version, but what's renderpipeline?

making a cowboy game, since there arent that many and fistful of frags is dogshit.
anyone got any suggestions for weapons to put into the game?

literally just get a reference image and box it out, ive been doing it for all my guns and they come out fine, except sometimes they look odd or its too thick

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Unity3d has basically 3 standard options for graphics

the built in standard graphics, I think you are using that one right now, it's pretty good but you can't use the new stuff like "shader graph"

lightweight /universal renderpipeline -this one is aimed at low end systems, has only few options, high fps

HD renderpipeline - this one is for high end graphics, lots of extra options

but you can also build your own render pipeline

Is it going to pvp based like fistful?

Ah I see. I'm just using PostProcessing at the moment, I wanted to get a working, functioning product first before I worried about shit like that.

>unity is the new standard braaa
>all those fucking shit to do to properly use a simple blender model on it
fuck this clown meme world.

yeah, pretty much just fistful of frags but better and without the shitty new aiming system and the floaty movement

POST MORE OF YOUR GAMES I WANT TO SEE COOL STUFF

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I WANT TO I POSTED BUT I WANT LEAN MECHANICS TO PEAK AROUND CORNERS AND SHIT GIVE ME TIME

Hmm, good luck. Hope to hear more about it as you progress.

NO, NO TIME, ONLY MAKE GAME

If thats the style your going for ok but this shouldn't be anything but a placeholder model bro

you wont even see it close up anyway, so it doesnt need to be that detailed

yes don't worry about it too much, you can switch between pipelines later on, just make sure to have a full backup of your project before doing it

I'm using the lightweight system on Xbox UWP right now and it's pretty good

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Can't. Yea Forums won't let me upload images.

still working on improving my art college isn't helping though

pretty good, working on editor

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I have to compile a mac and linux version then upload them.
Is it even worth having a mac version?
Once that is done I can publish.

I really want to make an isometric point n click game kind of like homestuck, but I have zero clue on what to use and how to do it.

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I'm writing an porn game on ren'py. The grooming and seducing of a "tenant" is heavily based on techniques I found on a russian tor forum about love for "squirells". I think it may too much of a predatory behavior, and the usual "night time-molest time" will be better received by general a degenerate.

does modding count?

Give me some cool ideas for a game based around hacking with some simple programming puzzles

don't be shy show us what you got

Has anyone from Yea Forums actually made a game that isn’t dogshit?

we movin stuff now. still needs work obv

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You play as a detective who investigates cybercrime and must become a hacker to catch the hackers, but it turns out all the hackers are just script kiddies

people like risk of rain, does that count?

nope
you can be the first to make an awesome game

So I have a projectile in a 2D game, depending if you are looking up or down, moving left or right, it changes the direction of that projectile.
How can I implement that for a melee attack?
Do I make a hitbox I toggle on and off and rotate depending on the need, do I make a short-lived projectile with no force attached to the player, do I just make a short hitscan attack? What works best for a platformer?

your question is entirely dependent on the context and has no general answer

having melee being a specific projectile that have a short life usually works especially if your 2D has a retro "tile" collision and not some super precise pixel perfect system.

Still waiting for a competent multiplayer FPS creation suite.

I am not a programmer or an artist, I am a designer. I need tools or slaves (since I can't pay people due to my lack of any money) to execute my ideas.

make a mod
multiplayer FPS mods have been a thing forever