i did some gms tutorials and actually learned some useful things feels good if i keep learning at this rate i could probably start on the actual game in a week or two assuming i don't spend too much time fucking around with physics and particle effects
>>323126176 If you can draw that well you can learn the rest in 2 days at the most, although it might take a while longer to make good looking animations. Look at some tutorials on youtube, modelling, texturing, and rigging won't take you long at all to learn.
>>323126859 >i suck at math can i make a game Yup. The most advanced math you have to do would probably be looping through arrays. Something along the lines of "number the enemies on screen starting at 0. Starting at enemy 0 and continuing until the last enemy, check to see if the enemy is dead. If the enemy is dead, then remove it from the screen."
Going pretty alright actually. It's more of a fighting game engine though where people can import characters and stages. Its basically MUGEN, but with a twist. I already got all the file importing and dynamic menus and shit done, now I'm working on the physics and animation controlling.
How would you guys suggest doing hitboxes? I was thinking making a script that triggers on every frame of an animation that generates a hitbox for that frame. Any better ideas?
>>323126823 You're right, unrelated but not too long ago I watched a tutorial on Zbrush to be able to learn to sculpt properly, and it was actually so simple.
The problem is that I have such high expectations of myself, I want the things I create to look exactly as I imagine them to be and I know that it'll never be the case, thus making me feel unsatisfied. There's also so much to do.
But you know, it's not like I have any other choice if I ever want to make something with my life.
As I said in that other reply, just have to keep at it.
You're giving me far too much credit m8, pic related is what I can make on a good day, and it's nowhere near as good as something you'd expect from a professional concept artist, or a professional digital artist to begin with. Nonetheless I do appreciate it.
As for finding someone to help you with art asset, who know, the indie game scene did exploded, and there's a lot of people aspiring to become a game dev, I'm sure you'll be able to find someone with the necessary skills to help you.
Yes, if you are going for N64 vibes, go back and study on Mario 64 and Banjo Kazooie and try to really understand what made them work for their time despite the early 3d.
Mario 64 is very basic, and abstract. It takes how the levels feel to move around in first before it considers how "believable" it is in a geometric sense. Don't be worried about making levels even slightly believable if you are really trying to make good gameplay.
Banjo is kind of the same way, Banjo is very vertical in a lot it's levels, which Mario 64 is also, but I think Banjo uses it better. Banjo uses it's limited space extremely well to create adventures within each level in my opinion.
It may not be on the level of professional concept artists, but it's still pretty damn nice and you could really help someone out with your skills. It gets the job done.
Have you seen what early concept art looked like back in the 90s? A lot of it was like 14 year old middle school level drawings, but it it served it's purpose. Mainly because they were trying to get a sense of art direction rather than trying to make every little bit of concept art a masterpiece of technical drawing ability.
Any pixel artists available for a small ish adventure game? Pic related. The code is pretty much done, music too, just needs loads of data entry which we haven't been motivated to do cause there's nothing to look at without art.
still working on the design documents because I don't want the next game to be a confused mess this time also my GMS license was erased for the second time, I think there's a limit to how many times you can re-activate it and when I hit that limit I will be 200% mad. I should have just pirated the goddamn thing like everyone else
>>323134479 Google it. I'm creating it with some friends right now, and you can too if you wanna help. I already hired some artists, programmers, and musicians, and I'll be the story writer and main creator of the game.
>>323134604 thanks, this is the kind of feedback i need, like the other guy said. do all the textures look bad, or a specific one? im thinking that you are referencing the triangular brown texture or grass, or both?
In my game, ships can equip different weapons, and each ship applies a special behavior to weapon projectiles (i.e. in the webm, the projectiles split into 4 and then 2 in random directions). I'm unsure if I should have these special behaviors activate randomly (with different ships having a different % chance of activating), or manually with some sort of cooldown. Or something else entirely. I'm leaning towards the latter.
>>323124857 I've just been doing a udemy course for unity that a friend got me. So far i've just done a number guessing game and a text adventure game. I'm about to start a block breaker game next. So i've just started trying to learn this shit.
>>323124857 I'm at work so I can't update the webm, but the last thing I added was the water system that causes plants to take water from the ground and if to much is taken no more plants can be grown.
>game will be choice based dialogue driven adventure similar to any telltale >set in a unnamed Mediterranean island similar to Cyprus in the near future undergoing ethnic tension between the Orthodox Greek majority and the Muslim immigrant minority >the player is a high ranking Irish officer in a UN peacekeeping force
We're going with a theme of: 'the choices you make can affect entire cultures.' Basically, in response to your actions or inactions the situation could deteriorate into genocide or escalate into all out war.
>>323138835 well, the graphic was stolen from google though. So the whole process would only take 10 minutes if i wasn't a total newbie in unity and had to google for everything and spend my time watching tutorial videos. In fact, there's not over 50 lines of code there.
I'm making tons of shitty prototypes that don't go past the very basics, I really lack solid ideas and don't really know what to do with most of them. It's mostly a technical wall but also severe lack of creativity
You can reduce the ungodly amount of nesting by breaking the functions into more functions that are logically grouped.
More importantly you can use control flow (such as an early return; for void or return value where applicable, or inverting a conditional) regularly to avoid whatever it is the fuck you've managed to do a mere 170 lines into your class holy shit
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