Still working in this demo.
>started during holidays
>only doing pixel art/ 16bit
>every things is place holder
Not really a game, but they're sold on Steam, so I guess I can count it. I'm working on a parody visual novel taking the piss out of autistic fandoms, primarily FNAF. So far, it features 7 endings and 5 storylines, and it branches out like a tree rather than a linear rope.
I am, however, i do not have basically anything to show, as my original idea donut steel was to use 2d sprites to in a 3d plane, with 3d-ish movement, and some cameras(of course still not free 360 control or such.)
I absolutely hate modeling and such for 3d, and i'd stay 2d forever if i could pull 2d 3d jumping. Or 2.5d.
Holy crap, i mad.
I'm working on a game, but I don't have any mechanics finalized yet.
Mostly aiming for the game to be a 2D brawler/platformer with the option to go in a 2.5/3D environment whenever you choose to, which would let you find collectibles, new npcs to interact with, and more.
I have no idea how I'll make the music, much less art. I'm considering picking up a WACOM tablet for the hell of it. Going to be using a free, open source engine I've been dabbling with.
>being a nodev
a yesDev can make good games even on fucking pronpt
Check this out.
All these blocks, yeah?
they're all unique, different, copy pasted blocks.
Rendering is fun, yeah?
half an hour because of autism.
I've dealt with my fair share of open source wonkery. I should be good, I just need to figure out how I can handle 2Dish models on this engine, since all the examples I've been making have been 3D.
I'm concepting a game for the first time. I can make the assets and the GUI. I can probably even do the music. I'm kind of just hoping that I'll figure out the programing. I'm using Game Maker Studio.
I need honest opinions. Working in pic related, a game about suicide. In every level, your objective is to kill yourself, mix that with classic retro gameplay, like Pac Man, and you'll get a guy trying to overdose on drugs while family and friends try and stop them. That's only one level, though.
Why is the dot on the other side?
I also can't respect a game when it doesn't mix its themes to its gameplay, specially when its that simple. If you say, lol its pacman but he is od'ing then its just lazy. Why not a platformer or some shooter where you try to catch as many bullets are possible, or try to kill yourself but the platforms catch you, so you have to creative and fast on your falls.
I have a degree in CS, am doing a somewhat vidya related Master's and have started numerous projects, each time with the fullest intention of making a game.
But I have no drive. There's always something that makes me quit 1 or 2 weeks in. If it's not study related work it's that I just lose interest. I feel like I have no real hobby (still play vidya but not very much anymore), even though I find programming and CS very interesting and I love working on my practical assignments (which almost always involve programming)
Everywhere. It's a buyers market, check tumblrs, deviant art, drawing threads. Memes aside you can find real talent in these places, experienced artists waiting for commissions. Shop around and look for something you like.
No, it's not a Pac Man clone, that's just one level. Another level might put you in a Bomberman clone where you take as many people with you, or it might put you in a Dig Dug clone where you play as a toxin inflating someone's organs.
>Bomberman clone where you take as many people with you
Damn bub, I'm not sure if that's edgy shit or post modern criticism of our actual global situation. Perhaps you could play with the different "reasons" that give a man reason to take his life and go full Allah on this one.
This semester I'll be taking classes for animation in 3dsmax and development with unreal 4. So I'm assuming the final project will be to get a working demo finished.
It's kinda hard to do that. You know how in Bomberman you place the bombs? In this version, you play as the bomb itself, and you move around trying to ambush people until you detonate. Maybe you can play as a hero that suicide bombs against actual terrorists?
Small numbers work best for western fantasy, if you're going the JRPG way consider big numbers
Try to come with something other than ATTK, DEF, INT and AGI
Equipment degradation is a shitty mechanic
>drawing is hard
Use programmer art.
It's the single best thing since bacon and cheese.
You can pretty it up a bit, and you have a working game because you aren't tangled with "ART".
On a whim decided to emulate a bit of Undertale, as a joke project because of a parody gif about fertilization "it went in" etc, you may've seen it.
It eventually grew into a straight 'recreation' and may end as something legit if I care enough to pursue it further.
I currently can honestly recreate almost everything mechanic-wise, only maybe having to look into skeletal animations that seem to have been used in two-three points, wrote a nice shader, grappled with free version limitations (fuck putting "do not cut off sprites on texture pages" behind paywall), different-length timelines for attacks and so on. I'm having surprising amount of satisfaction
>tfw you look at code you wrote few weeks earlier
That's like asking "how hard is it to write a book". It completely depends on experience, how well you resonate with programming logic and what you consider a finished "reasonably noncomplex" game.
As a lone game dev you'll probably spend as much time coding as you will creating assets like graphics and music.
So here is the water system in action. Plants requires different amounts of water and at different time intervals, you can see the ground "change color" as the water depletes in the ground. Once the water reaches a certain level no more plants can be planted in that area. Areas slowly replenish water over time, weather/close by rivers will also be able to affect the amount that gets replenished.
The whole point with the water system is to make it so players can't over-farm an area and make it so the game feels a bit more alive as the water isn't just going to affect plants planted by the player.
>RPG maker next to fully fledged engines that support other gametypes as well
>RPG maker at all
I grew out of my RPG maker period a long time, back in high school. A good... 7 years ago. Programming opened my eye a long time ago, it's just i was too nervous to start something with my newfound skills, and time.
Too nervous and anxious. Then i walked past that, when my thesis hit. I made my thesis about video games. RPG video games.
(I kinda wish i've written it in English so it would be shitpostable, but meh.)
so my Thesis is video games.
I'm making a video game.
RPG maker is bottom, entry level stupidity, and the programming under it isn't as flexible as one might imagine. The licensing is also fucked beyond measure.
I have the relevant skills, but zero motivation. I just wont do things in my free time. Only browse 4chan.
Been trying to learn the very basics of GameMaker over the last couple of days.
Still can't really do anything on my own. Followed a tutorial for some basic left/right movement and jump controls, and it works. Best part is I actually understand how it works, so I suppose that's a start.
Gonna try to figure out on my own how to make a basic projectile next.
Looks like it's some sort of rogue/thief type of game, why not give the player a counter attack, so you have to focus on reading attacks and evading hits, and attacking while enemies are vulnerable?
Can anyone help me out?
Trying to make a 2D top-down zelda-like game in Unity, but I have no idea how to make height work. Characters are supposed to be able to pass under platforms that are above them and fall down ledges, but I can't imagine how to do that with just a 2D plane.
Is the best solution to just make everything in 3D, make gravity fall along the z-axis, and go from there? I was hoping to avoid all that, since I kinda wanna use sprites.
Oh please. I'm making something something
Here's some shitty placeholder/WIP lineart plus some attempts at shading for just one fucking portrait of one character.
Yes, i know i'm wasting time on fluff. I like fluff. I'm also the worst. I'm a fan, shoot me. Not an OC, just a beard. holy shit Toriyama characters look awful with non-black dbz style-kindof beards.
It might just be that i suck... Don't hurt me.
My main inspiration are the Settlers series, Anno series and the Impression games. The end game is to make something like those with campaigns and different races, but seeing as that's gonna take forever I've decided to make a survival "mod" where the goal is to simply survive and expand until you're defeated. Once that's done I can start implementing other races and start balancing everything while I've got something people can play until I complete the main game.
You are very much correct, i'm still working on stealth portion. I'm looking for a way to make a nice lighting engine that won't eat 50% of a high end GPU
thats actually a really good idea, i'll try to think of something in my head and play around with the idea. Problem is i'm REALLY bad at art/animating and im trying to keep it simple so it doesn't leak into the quality of the game too much.
Well, there are a lot of techniques if you don't wall full 3d movement.
A pseudo-2d environment could work. Or just a 2d plane.
Consider the following: platforms are a simple Z-index assigned tile with opacity/transparency and such.
You enter it from a different Z-axis than the platform is actually assigned, you are under it. unless it's a "wall".
It's not rocket science. The falling from Lttp is a simple sprite anim and loading to another map.
>mfw the samefag comes to every dev thread to post the same pic with the same filename with the same description
By the power of YAGNI and such DANK MAYMAYs, i'm not doing a full body drawing for just a portrait. It's going to be cut off at some point, so it's not that important to do an entire torso or any details below that.
I might attempt adding clothes now or probably later onto the portrait view, then move onto the actual sprite.
The good thing with inkscape is that SVG is infinitely scalable, so i can just use the portrait base as a starting point. Lazyness! Yay!
Eh. Mostly just playing around making a simple NES style shmup.
Started making it today. Thinking of maybe making it more of a bullet hell type thing rather then a classic shmup but I'm not sure yet.
Mostly just spend some time playing around with random star generation.
This. Despite there not being any code involved, it's still based on programming principles. Yeah sure it has a shitload of limitations but for a complete beginner it's not the worst first foray into making games.
I don't hate Unity as a tool. It's great. I just hate Unity as an engine since if you try to include any sort of resoruce heavy elements the game pretty much shits itself and runs like total dogshit.
I can't think of a single full 3D Unity game that both looks okay, and doesn't run like ass.
It runs pretty badly at times.
Granted it can be forgotten a bit due to the all that massive amounts of physics. But even when you only have a few vehicles and structures on a planet the FPS tanks.
Haven't played Endless Legend and Swordcoast so I can't comment on those. Though Cities Skylines ran fairly decently. Not great, but serviceable.
My last stint at Unity, with Vedun was so bad I just can't get myself to even play the game because it runs so badly.
Got to know Construct Classic for years and years, but never finished anything substantial. Five years later I finally figured out fullscreen resolutions and some enemy patterns, so I might finally be able to make something if I am not too burnt out after work to just shitpost. I wanna make a weeb action game a la Valis.
Looks very neat. I would just keep it small/freeware so you actually have a shot at finishing [most of] it.
need help/testers ? I played hundreds of hours of anno(mostly the first one) and I really enjoy these types of games. I don't know stuff about programing but I could give some feedback if needed.
Also, do you have some blog/website? I'm really interested in this.
I draw normally by hand and a few years ago transitioned to a tablet. Self taught. Pixel art is much easier cause you can avoid the details. That's not to say I can draw them if need be.
Just another hobby really. This is something I did in they summer/fall
At the moment there isn't enough content to warrant cocking the game and uploading it, but I'm planning to release a alpha version at summer open to anyone that wants to try it. Might end up releasing earlier depending on how it goes, most of the stuff is just creating new buildings and changing some values.
I'm staying out of websites/blogs at the moment cause I would just attention whore to much with those. Threads like these are enough, but a blog is gonna come up pretty soon. Just so people that like it can follow it/get news.
making a game about going up. its kinda hard to get something that feels right to play with physics wise
I think you're gonna be okay, anon
Finaly started fixing the animations and changing the hitboxes
I absolutely have the ability to make a game and I hate myself for not learning how to use cool languages and engines, and most of all not being motivated. I have friends that can help me with graphics and music, but I always fuck shit up by focusing on other projects and lose all my will to continue the ones who actually matter.
Whenever I go to a game jam or participate in another kind of time limited project, I always do great work. Recently I worked in map generation for an arena platformer (Towerfall-like) and made great tools and a functional map editor and shit. But whenever I try to do something on my own I make good stuff for about 3 days then give up before even releasing something stable, even though everything is going smoothly.
How can I git gud at making vidya ?
>Not interested in making video games
>REALLY want a better version of Valthirian arc (Some flash game)
>Feel like the idea has a metric fuckton of potential
>If I want it i'll have to do it myself
I don't even know what to do with myself sometimes. A game like that on a 3D engine with more classes/variety would make my penis so erect. Maybe a little more difficult with better combat.
I was pretty close to abandoning my own game, but freshly found, deep-seated, repulsing hatred against Fallout 4 reinforced my dream RPG idea.
If it's not happening by itself, or by the industry, it falls upon us to do something with it. embrace it, own it, work it, and even if you fail miserably, you'll have had fun.
Genuine fun, not SW:TOR or F4 Shiteating fun.
Trying to make a nice quick looking kick animation but not having any luck.
It's gotta be quick for rapid attacks like Strider's sword slashes.
Well the thing is i'm not really interested in making video games. I can code sorta (Junior level), but I have no artistic or musical skills. Any friends I have that can do music will make the entire soundtrack into Black metal and I really don't think that will fit the soundtrack (except for maybe demon bossfights)
Plus i'm broke, still in school and i'd have to learn some basics of video game design to do it.
Thanks for the encouragement though
if you ever release a game (or not) with this, I would suggest making an asset store package that lets people get a blank canvas with all the systems of the RTS gameplay working so they'd just have to change the graphics to what they want.
not right now, but I'm trying to learn python so I can use godot to make a game
Please do it in vector graphics because this looks too coll for pixelshit
Not that anon, but development versions often look like that.
If I release a game I'm probably not gonna release a pack, might do some guides show casing how I did some of the complex stuff. But if I don't release a game I'm just gonna release everything.
yeah i got fix that
its left overs from a older version
glad you like it
well thats strange
the only thing i "took" from the internet is the boat . the man on the boat and the water
the rest was made from zero
here is a older version
Thanks. I'm >>323211261 and this thread kinda got me wanting to make some small attempt towards it. Not sure where to begin, but I can start googling things now I guess.
Is there a platformer preset for Unity/UE4? I want to make a game, but have no desire to code, i can make 3d models and animate to some extent though, so making something like a megaman is right up my alley.
UE4 is awesome if you're aren't retarded, a lot of people is complaining about guides and information not existing but what they most of the time mean is a guide that tells them exactly how to do X. And if you can't program you can always do it in blueprints until you learn how to.
Yeah one of the reasons I'm making my own game, I want something in that genre to play. A name for the project? No, at the moment I'm just calling it strategygame because I'm to damn unoriginal to come up with a good name.
Why go lower into the code if blueprints are basically complete? you can do with Blueprints what you can with Coding. Most shit doesn't need 2edgy4me code, as in, actual C++ or UE subset of it.
Also fuck C++ namespacing and deconstructing. Gimme them sweet Cx11-14 smart pointers.
You really want to be careful with Blueprints though.
Is http://www.monogame.net/ any good? Cryptark was made in it and it uses C#, which is just a hop, skip, and jump from java (which I know some of), but cryptark is laggy as fuck. Anyone think it would be good for my fallout/ftl clone baby?
Also, are there any tutorials for moving from java to C#? seems like that might help.
Took a break for the holidays. Recently added in an animation system and an audio library. The engine is getting better. I hope to start actually working on game specific mechanics soon. Gotta talk about it more with my cohort about what we're doing.
>Top down games with no omnidirectial animations
At least make a north facing version.
Other than the regular attack animation, it looks great anon.
But I can't make it in vector graphics.
I am just trying to output a game, if I have to learn anymore I am going to lose interest.
Don't mind the blue or grid, just basic layout before tilemap is created.
As a rodent fag this pleases me.
and pic related
On a C# course using unity to make games, (its on udemy, was/is super cheap for a little while). Learning so much shit I never even imagined were things. When I finish the course I have a pretty solid idea for a game I want to try to realise..
>Move = Arrow Keys
Literally worse than Hitler. I'm not left handed and this shit will never be a good control scheme
Anyone got any motivation tips? I want to make some games as a hobby and also so my programming skills don't degenerate (I'm a compsci grad but I do admin work right now) but I just can't be bothered during evenings and weekends.
>Arrow Keys and ZX
>It's a fast paced action game that also makes a lot of use of up
Get rid of the idea of needing to be motivated and instead discipline yourself to do an hour or two per day..
Same principle applies to eating healthy, going to the gym etcetera.. Motivation is a cop out.
i've put a considerable amount of time into gamemaker but am thinking of moving away from it due to its limitations
i want to do the ambitious thing NOW
but have no idea where to start from scratch yet again
Because of speed, blueprints are a lot slower I think they said 10x slower. But they're trying to find a way so that blueprints are compiled into c++ once you cook the game. So once that's done there's not gonna be much of a difference besides the limit of nodes.
Pic related is my player controller which I haven't worked on in forever and this is something I would consider bad. First off I could be using local functions or custom events to make it less spaghetti. There's also some retarded things I'm doing.
I was working on one, started to redesign the main menu because it was made before I knew anything about anything, but I got distracted by some vidya and the whole 3ds hacking thing. Webm is supposed to be the placeholder pause screen I have right now. Need to change some things up after I finish redesigning the placeholder main menu.
No more progress is going to be made at this rate.
I was under the impression they were already as fast as C++. Shows how much i delved into it.
This also explains why the horrid slowdown was present with triggerboxes + blueprints. Shit's on fire...
It's great for prototyping but I wouldn't use it for anything like a fast paced action game or anything that does a lot of collision checks.
If your frame rate dips even a bit, the collisions start to get really wonky. The devs even made a note of that.
I actually don't remember.
I would like to say that it's from one of the default templates but none of them have the same settings I have it to
Anyone here have experience with Godot? Is it any good?
Small update, you can now finally rotate your buildings to your own liking and the roads finally got a texture (they're old as hell but I never updated them to have a texture).
Don't think I'm missing anything major besides the option to have buildings snap to the closest part of a road.
Add a volcano level or a ridiculous steel mill level
sound like you got something you really enjoy to aim for then, keep at it but my advice would be dont end up focusing on the survival mode, it sort of killed banished for most people after a month.
Spent my career specializing in strategy and now im stuck on shitty community and retention crap and i miss making this sort of thing
Oh I won't get stuck on the survival mode, I'm just using that so I can get people to play the game and give me suggestions for balance while also actually giving me a chance to release something this year. Because if I did attempt to release a fully finished game it probably wouldn't be completed until 2018.
So when the full game releases I hope to have a tiny fanbase that knows about the game by then. I mean that's my hope at least.
It's like an open source version of Unity, it's shame though I really don't like the scripting language they chose for it (It's Python-Like instead of just being straight up Python).
Definitely needs more people using it though. Open Source engines kind of died when Unity and UE4 went free.