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Any Devs Here making a Game? Post your stuff

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Thread replies: 515
Thread images: 127

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Any Devs Here making a Game? Post your stuff
>>
>>323444081
Stop shilling.
>>
I hear a lot of people shitting on Game Maker Studio, and I have a question. Is it really that bad or are people just pissed off that Undertale came from it? It's the only engine I'm familiar with because I only recently got into the hobby of game design, so should I switch to something else?
>>
>>323444081
class started again, aspiring game devs have no time anymore
>>
>>323444956
you are a dummy if you go to college for game dev
>>
>>323444859
Im wondering this too.
>>
>>323445510
some people go to college so they continue living with their parents so they don't need to get a job
>>
>>323445510
He means he has work to do and has no free time to dev
>>
>>323445510
I got a degree in game design senpai :^)
>>
>>323445834
I hope your parents' basement is comfy
>>
>>323444859
It's fine for 2d games
>>
>>323444859
gamemaker can make a pretty good 2d game.

Rivals of Aether, Hotline Miami, Undertale. you can basically make any style of game that would be on NES /Gens
>>
Is the Source engine useful at all, or are you better off with unreal?
>>
>>323445510
>lacking reading comprehension
>>
>>323445967
I live on my own and work for a game company
>>
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No progress since last time.
>>
>>323446526
why would an aspiring game dev go to college. you are retarded
>>
>>323446810

Same reason anyone goes to college, to network.
>>
>>323446561
Shit, I'm actually impressed. I always thought game design was a meme degree, like liberal arts or gender studies. I just wanna make games as a hobby, and have a different computer science related profession.
>>
>>323446713
Nice reminds me of Undertale
>>
>>323446713
That looks really nice. Can you perhaps drop a name or link?
>>
>>323446713
shit looks nice and fun
>>
>>323447120
The game is far from finished so no links or name yet.
>>
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>>323444081
It's just an average IWBTG fangame but with cute animu pictures. Around 80% done.
>>
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>No previous experience
>Made with Construct 2
>2 Weeks spent making it
>All sprites/animations created
>A lot of place holders
>A lot of bugs

Playable Demo (be kind)
https://www.scirra.com/arcade/action-games/project-kn-16h7-4428
>>
>>323447507
Art is good.
Jumps are pretty short but okay I guess.
Enemy invisibility frames are too long
Small enemy explosion animation is too slow
Why the stamina? Seems dumb
>>
>>323447507
The jumping and walking physics are good but aside from that, there is barely anything to test. Sprites are good.
>>
Would you play a game with 3 different protagonists, living in a three different worlds, having a three different gameplay mechanics?
>>
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working on a 3d platformer. do you like the updates ive done to to style? some was based on feedback
>>
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>>323447507
> Project Knigh7
>>
>>323447507
Jumping should consume 0 stamina. It makes sense, but it also makes platforming tedious.
>>
>>323448493
>do you like the updates ive done to to style?
Yes, good choice
>>
>>323448143
Thanks.
I can adjust the jumps, didn't want them to feel to floaty.
The stamina is there so you don't just shield all day.
>>323448368
Sadly that's all you get after 2 weeks! I could have just posted more pics, but I always put the demo up on the arcade for play testers so I thought I'd share.
>>
>>323447507
Jump physics are pretty odd, can't give anything concrete as I haven't fucked around really, but they feel stiff

Enemy invincibility is long enough to be a slight annoyance

Stamina against the boss (Even though it appears it's a must lose scenario) felt odd, I never had to care about it before him, then on him it was getting sucked up unless I backed up, etc.

Overall it was somewhat fun and it lasted me about 10 minutes while here at work on calls.
>>
>>323448493
neither looks that good desu
>>
>>323448493
I liked the darker shadows of the older look, and I'm not particularly a huge fan of that smooth of textures, but it still looks nice. Definitely still better than the old.
>>
>>323448538
KN16H7
>>323448614
Thanks for the feedback
>>
>>323448538
its KN16H7

this le ebin dark souls stamina is dumb. also stamina decreases if you jump mid-air.
>>
>>323448493
Yes, makes it look less stock engine assets. I also suggest getting rid of or toning down that depth of field effect for the same reason. Old games didn't have that shit. If you want to not overload the player with visual information, maybe fog would work more with the style.
>>
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>>323446963
>computer science
>>
>>323448708
>The stamina is there so you don't just shield all day.
That makes sense from a design standpoint but not from a logic standpoint. Why would shielding consume stamina?
You could do it so that you should for a fixed amount of time, and when done shielding you can't shield for say, a second. Probably not a good idea but more of a suggestion to point you in the right direction.

In any case remove jumping costing stamina.
There is also a bug where you consume stamina when pressing Z but already in air.
>>
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>>323444081
>unity
>>
What do I use for a 2D RPG with real-time combat? GameMaker + C#?
>>
>>323447507
>https://www.scirra.com/arcade/action-games/project-kn-16h7-4428
Don't see the need to have jump use stamina
Enemies can attack straight from i-frames, no animation
i -frames too long
boss still hurts you on his up swing (don't know if this is intentional)
art is good
movement is good.
Seems like a solid basis to work with. With enemy variety i can see this being pretty fun
Reminds me of Demon's Sperm in play style
>>
>>323449047
whichever you want. both can achieve it
>>
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>>323448992
>>
>>323449024

only reason to use unity over unreal is if you're doing a 2d game

since unreal stopped updating their 2d support like 8 versions ago
>>
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>>323446963
>computer science
>not a meme degree
>>
>>323449024
/agdg/ please go back to /vg/
>>
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>>323447507
Oh shit, another Construct 2 developer? You and the axe dude are the only ones I've ever seen.
>>
>>323448759
Perhaps it is cause I don't really have a jump animation so seems strange. That and I think I'll have to give him more height.

You are supposed to lose against the first boss (ie/ when you hit him his HP flashes but does nothing). You can either die or fall of the edge (he has knockback).

>>323449004
Weird, I'll have to check the consuming stamina mid air.

Thanks guys! I appreciate the feedback
>>
>>323449672
You have stamina consumption on button press so if you spam jump or attack it uses more stamina than the actions performed.
A simple boolean toggled at the start and end of the animation should fix it
>>
>>323449254
Fucking everything is a meme degree. Just don't go to college.
>>
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>>323450151
not really, you just have to actually bother to do some research on a major before picking one
>>
>>323445510
i took game dev elective classes in my comp sci degree, best of both worlds. /agdg/ hates me but atleast my prof tickles my ego and does constructive criticism stuff
>>
>tfw you missed the chance to get GameMaker Studio Professional for 50% off
>>
I said this on another thread, but I want to make a HnK styled game with Doom angel based sprite changing. Should I stick with GZDoom or use another engine? I would prefer to use another engine though
>>
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Anyone here is about to give up on making games?
I feel like I might and just go make some animation for an animation studio since it's actually giving me income.
Plus everyone nowadays feels like they're entitle to something they don't even own, everyone is an idea guy and want's something a specific way but can't make their own shit.
Also, working with a few people made me realize that a humongous amount game devs wants their game to maybe become a movie someday.
>>
I'm hung up on a complete inability to operate Blender.

How to learn modeling?
>>
>>323451105
The dream is dead

I'm still going to make games, but I'm going to play it save and get a normal degree that can actually give me a job.
>>
>>323451260
These tutorials are high quality. It explains everything very clearly.

https://www.youtube.com/watch?v=y__uzGKmxt8
>>
>>323444859
i've heard it has some performance issues, such as in LISA
>>
>>323444859
If you don't know how to program it isn't a bad start.
>>
>>323451645
LISA was made in RPG Maker, I believe.
>>
>>323451645
BS, Lisa wasnt even made in a GameMaker
>>
>>323451645
>>323444859
Risk of Rain is made in Game Maker and that can handle quite a number of enemies on screen.
>>
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2-4 player fighting game with full match customization.
>>
>>323444081

I wont say much but its a game about bugs who are cowboys. They are known as cowbugs.
>>
>>323444859
gm is fine.
>>
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>>323452102

we are currently trying to figure out what our stage bgs are gonna look like
>>
>>323452579
Cool!
Are you pros? How many are you and what is your role?
>>
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Working on a RPG for Oculus Rift and Valve Vive called Dream Knights. Doing like four outdoor scenes today constant work ugh. I worry constantly too that they never look good enough but as a gamedev you have to stop and move on to the next scene at some point.
>>
>>323452579
This looks pretty great. The platforms and the gradient on the emblem look a bit out of place visually.
>>
>>323452926

this is my first commercial game. my partner, who is the artist, is much more experienced than i. im the programmer, and designer. its just the two of us.
>>
>>323444081
i had a game idea and i was trying unity but the tutorials are incredibly fucking slow.

now i ahd to stop everything because i need to learn android programming for a college project
>>
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>>323453006

platforms are just place holder. here are some recent passes on what the platforms could look like.
>>
>>323453271
Pretty impressive stuff man. Is it a traditional fighter, or is it like smash where you throw your opponents out of the stage?
>>
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>>323452951
I love to contrast the outdoor scenes with the temples and dungeons. (The game plays like old NES zelda titles but for VR)

Outdoor scenes are suppose to be pretty and dreamy-like, but temples and dungeons are gritty, spooky, and have demons and stuff.
>>
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>>323453510

its 1 hit KO by default but you have full control over how much HP you have. if you choose to have more than 1 HP, after being hit, you can tech roll when you collide with a wall/floor/ceiling. there are simple combos and juggles.

each character is unique. they all have different movement speeds, attack speeds, attack ranges, hitbox sizes, knockback power/speed/angles. some characters are super good at fighting from the air, while others from the ground. some have good combo set ups while others are more about poking and fighting from range.
>>
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>>323453727
>stone arches
>that have no keystone
>>
>>323444859

It has a reputation for being babby's first game tool because it's designed in a way that's useful for beginners who have never done programming before

So most people who know how to code don't want to touch it, which is fair enough. There is nothing GM does that other platforms can't do, GM just makes it simpler to the end user at the cost of reducing the amount of control
>>
>>323445510

>go to uni for game dev
>highest marks in the class
>get offered jobs at actual game companies

git gud
>>
>>323448493

It definitely looks better
I would work on the lighting next though, it's fairly dark and not really bright and colorful like the clean colors would suggest
>>
>>323454924
>Wanting to work as a game dev
Enjoy your shitty wage and overtime. Also enjoy losing interest in actually playing games.
>>
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>>323454924
>being a slave to a game company
why would you even bother?
>>
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> Started working on some combat mechanics for part of an RPG
> Get to damage calculation and slowly start to lose interest

> Decide to try my hand at a 3D platformer
> Can't seem to make a model of the character without screwing up somewhere in Blender
> Start thinking about how I'd even implement some of the mechanics in UE4 and realize I have no clue even after doing some tutorials

I feel like such a retard. Can't seem to just stick to one thing.
>>
>tfw none of your team does any shit
>tfw one of them is an ideas guy who keeps trying to tell you what things should be without regard for how it would impact gameplay
>>
>>323452102
looks cool will it have online?
>>
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>>323454321
Just for you senpai
>>
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>>323455405

hoping to have it but i have to find/hire another team member.
>>
>>323455286
Feeling like a retard is part of gamede
>>
>>323454803
So I should mess around with it and move on when I'm comfortable, or avoid it altogether?
>>
>>323447306
no devblog either? Looks cool in any case. neat art and animation.
>>
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>>323454924
>get offered jobs at actual game companies

> Implying entry level positions in the industry are that easy to come by

I'd laugh if I wasn't facing this problem as a Comp Sci degree. Should've done an internship while I was still in school...

You think you've got a chance when you land interviews with Sucker Punch, Bungie, or Gearbox, but then you fuck it up and suddenly the well's gone dry.
>>
anyone need an idea guy?

i can draw a little bit
>>
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>>323444081
>>
>>323448493
Looks good man but I would watch where you are putting your hard and soft edges in the 3D models. I see a lot of people going for the 'low poly' 3D style but they just harden the edges of primitive geometry. You have to really think about the forms you are trying to go for and try to avoid obviously repeated patterns in edges. I think the rocks, particularly the ones in the bottom right could really benefit from some more irregularity in the planes.
>>
>>323455753

Do you have any programming knowledge or experience?
If not, then GM is a good start
>>
>>323455291
Solo dev babyyyyyyyyyyyyyyyyyyyyy
>>
>>323455505
That... could have been worse.
Not much worse though, mind you.
>>
>>323454924
Same here.
Allready interned and helped to make one of the bestselling games of that year.

Got another job offer from another guy and a local company said they'll hire me if I learn animation.

8-16 hours a day every day and studying extra shit on my own are really paying off

Would not be possible without going to school due to all dat delicious networking
>>
>>323455756
I noticed that when I have a devlog I get demotivated. So I try to not share too much online, except on /v/ because I'm anonymous here.

I might create a devlog when I'm further into the project and I know what I'm doing.
>>
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>>323455867
>>
>>323456097
3d or 2d animation?
>>
>>323456454
Yes.
>>
>>323456225
Please don't submit this to Steam Greenlight
>>
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The game is utter garbage, but I'm learning.
>>
>>323456225
This is ready for greenlight and early access.
>>
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don't make a 3D game by yourself

it's too late for me but you can still save yourselves
>>
>>323456693
If i ever found out any of my shit would make it past green light i would actually shoot myself
>>
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>>323455505
would have been enough
>>
>>323456937
Doing a 3D game as 1MA is fine, but you really have to have experience in limiting the scope and stylize the visuals heavily. Games like Antichamber and Lovely Planet are great examples.
>>
>>323456937

It's doable. I've done it. It's a matter of scope and knowing what you're good at more than anything.
>>
>>323457090
Probably the same reason why Flappy Bird was taken down
>>
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Super amateur here just making a game with another guy for funz. Making a WW2 shooter set in the Pacific. Right now we've got a bunch of basic shit made like one model of character for each side, some vehicles (stationary only), some flame effects, weapons, props, etc and making the first map which is a beach level.

Fun, though tiring. I don't have many pictures and stress that it's babby's first game. Here's the first handgun skinned doe.
>>
>>323448656
>>323448760
>>323448764
>>323448978
>>323455082
>>323455876
ty for feedback. good to see that im going in the right direction.
>>
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What I expected when I bought Risk of Rain
>>
>>323458401
what engine
>>
>>323458580
LÖVE
https://love2d.org/
>>
>>323458401

Neat. I'd buy that for like $.50 on steam.
>>
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Need to figure out a method for spawning system and such.
Game is essentially 2d blops zombie mode at the moment.
It's slowly coming together.
(Jumpiness in the webm, because was recorded at half framerate)
>>
>>323458887
I'll do my best to turn that into $5
>>
>>323453271
what engine or framework do you use?
>>
>>323448992
>>323449254
Different anon, how yall feel about computer engineering?
>>
>>323458978
are you bughunt guy?
>>
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cat breeding simulator
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Reposting from agdg, making new UI elements and sounds for them:
Sound version - https://a.pomf.cat/bdfuif.webm
>>
>>323459047
I was not insulting. A tiny, but completed game is really the kind of thing I want to see on Greenlight. Sick of these projects promising grandiose things they can't deliver.
>>
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>>323458725
Love eh? Wonder if you could play this on the GCW-Zero. It plays Love games.
>>
>>323459358
Oh okay. Something like this?
http://steamcommunity.com/sharedfiles/filedetails/?id=544715064
>>
>>323455636
IMHO every multiplayer game NEEDS online. Couch multiplayer is dead. It's neat to have it but you absolutely need online or risk being irrelevant.
>>
>>323459538
>GCW-Zero.
Woah, never heard about that thing before.
Is it like the Ouya in handheld form, but actually good?
>>
>>323459275
yup
>>
>>323456717
>Turbo garbage
No brah, you just have to see potential and that looks neat. Your toasted bread reminds me of that "vaporwave"/AESTHETICS meme, it would be equally neat to emulate that artstyle in a game.
>>
>>323445645
>>323444859
I've spend like 500+ hours using it over the last year or so. It works pretty good for 2d games, however it has some really finicky shit.

I really only have 3 complaints with it. The first is that screens and views can be confusing simply because some of their quirks aren't mentioned in the help (F1 button) anywhere. As just one example, how views x,y coordinates are always integers. But moving objects can be placed at decimals. This can make art in the background shimmer or flicker in a really damn annoying way as the view lags and catches up.

The 2nd is that instance creation code (runs when you first create an object ingame) runs immediately after creating the instance. Even before the code that created the instance finishes. This just makes some annoying extra work if you want to adjust things in that object that the creation code would than use to do things with. Just annoys me.

Lastly is that if you are making a big project than later on it can become hard to keep it organized. It will be sprawling across tons of folders and objects. Kind of just wish I could organize the resource tree however I choose.
>>
>>323459165

game maker studio

>>323459962
if your game is stupid good thats not necessary. but i definitely want to have online.
>>
>>323459318
wtf
>>
>>323460128
It's alright. Mostly use mine as a handheld Doom machine. What's kind of cool about it is that it doesn't use droid OS. It's based on a version of Linux released to replace the default firmware on the Dingoo a320 called Dingux. The company that made Dingoos went out of business so the devs who made Dingux put together their own handheld because one of them knew a guy who owned the manufacturing plant in China. So they gave him the specs and the started printing these off in small batches. They only make about a hundred a month and I think they stopped. Kinda hard to get a new one now. There was a kickstarter for them that launched around the same time as the Ouya. And they got like 2000 orders which ended up taking like 4 years to fill the orders.
>>
I'm working on some sprites and animations for a quick platformer. What is the best software to use for some simple stuff? Game Maker and Construct 2 seem like the 2 options everyone say.
>>
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>>323461218
just checked and it only took 2 years. just felt like 4
>>
>>323461368
If you can't program then Construct 2 is what you're looking for.
>>
>>323461368
I use Game Maker and it's pretty simple. Haven't touched Construct 2 but I have seem some decent stuff come out of it.
>>
>>323461624
Yes, I have zero knowledge on programming. Thanks for the suggestion!

>>323461727
I see Game Maker as the more complete tool for this kind of thing, but also a bit more complex. I'll give Construct 2 a spin, thanks!
>>
>>323453271
is there any name, twitter or tumblr to follow your game?
>>
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Pls no bully
Any suggestions? In thinking of making like an rpg but idk
>>
>>323462451

my twitter is @RatCasket
currently working on a site for the game, which is called Kerfuffle, but i update ratcasket dot com with stuff.
>>
>>323462707
That house has a very weird angle.
What will you be able to do in the game?
>>
>>323462707

Make the character either more or less detailed. The derp face is ridiculous
>>
>>323462707
the colours hurt my eyes
>>
>>323462924
I was thinking of making it like an rpg zelda thing, but with guns and future stuff
>>
>>323444081
>no insults in OP

Its just not the same.
>>
>>323459538
Get an nspire cas m8. ti84 a shit.
>>
>>323462923
Do you need music for your game? I am a professional composer and would be interested in developing the music score. Examples of my work are at https://soundcloud.com/dr-doomsday.
>>
>>323447396
>I wanna be a little girl

Not sure if sarcastic game title
>>
>>323459231
electronics engineers typically work in manufacturing, which has been outsourcing for decades

software developers aren't faring much better because software is also getting outsourced, and the market has become oversaturated by memers and electronics engineers looking for better work

http://www.bls.gov/ooh/architecture-and-engineering/computer-hardware-engineers.htm#tab-1
http://www.bls.gov/ooh/computer-and-information-technology/computer-programmers.htm#tab-1
>>
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>>323463383
I love my TI-83 but I wanted something that I could plug in to charge and was backlit and the 84+ C Silver is exactly that. nspire looks more like a PDA than a calculator to me.
>>
going to school for character artistry and softbody modeling. How fucked am i?
>>
>>323464623
have you learned anything you couldn't have picked up off youtube?
>>
No new webm this time since most of the changes I've made are under the hood and not something that's visible.
>>
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>>323463618

already have one, but your music is good!
>>
>>323465420
Ah, thank you!
>>
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Well, this is 3 months or so worth of work. I'm a wage-slave so this is more of a hobby and all the sprites are filler ones I've drawn or rpgmaker, but I'm getting the mechanics down.

Next is spawning in enemy ships and combat.
>>
>>323455793
At least you can still get other programming jobs.
>>
>>323464745
mostly in the realm of technical aspects. Only a few tutorials about the whole process from start to finish. I can understand though its a long process, ( concept -> Blockout sculpt -> Anatomy -> Detail -> Retopo -> UV -> Bakes -> Texture -> Then rig) I dare you to find one good tutorial on unwrapping and packing at the professional level. Like 5% or less wasted space. So yea, there actually is a lot you learn, and your skill level increases the more you surround yourself with good artists. Most game dev's in my program put in maybe a third of what the artists put in.
>>
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>>323465642
keep up the good work!
>>
>>323464623
I wouldn't limit yourself to just soft-surface modelling. Make sure you are learning hard-surface concepts as well. Any 3D artist worth their salt can do both!
>>
>>323444081
Well it's more /tg/ so can't upload pdfs, currently I need to begin work moving the game to work based on the D10 and D5, and a D100 for skills

https://drive.google.com/file/d/0B-JeQd4atb7vVkJJMlUzVTA0Um8/view?usp=sharing
>>
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I'm making an RPG where you battle your inner demons during sleep. During the day you get to be a useless NEET doing painkillers and wasting time on the computer.
>>
I'm making a tavern management game in Unreal Engine 4. Been busy with school, work and kids recently though but it's slowly coming along. We reached first alpha now in January. Aiming for beta01 in summer.

http://tavernblog.soderqvist.org/
>>
>>323466037
have a portfolio for your pixel art stuff?
Dead impressed.
Whole different level above my stuff.
>>
>>323466460
your semi-original idea, assets quality, project scope and actual progress arent welcome here
come back when you drop this game for a pixel platformer
>>
>>323466063
Hard surface artists are a joke, most work in furniture visualization. That being said those who can understand other fields as artist succeed in imitation of that field. I have a friend that grew up building sailing skiffs, so naturally he created amazing hardsurface boats and mechs. What does he do now, furniture visualization :|
>>
>>323466432
what engine BITCH
>>
>>323466037
That art is top notch

Also how do I into 3D games? Unity or Unreal is not an option.
>>
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But does the world really need another 2D platformer
>>
>>323466885
RPG MAKER!

I'M A PIECE OF SHIT WHO CAN'T PROGRAM
>>
>>323447507
Mashing jump depletes stamina independently of your actual jumps, you need a grounded test there.
>>
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>>323466460
Server.jpppg

>>323466730
I'm sorry. I tried to not go over 2 polys
>>
>>323463618
that's cool music
>>
>>323444859


some games have some shit tier performance that shouldn't be an issue, like RoR
>>
>>323467187
Thanks buddy. I'm actually being contracted right now for a different game, but I'm still open to talking to anybody interested.
>>
>>323467094
How does this game play?
Is the camera top down, do you control the employees or just build stuff, do you advance tech/unlock stuff to build and serve, are there events you need to handle to stress you out of your routine?

Give us something about the game.
>>
This is all I can share atm, I'm sorry. Looking forward to letting you play it.
>>
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>>323465321
Looks cool, anon.
>>
>>323467324
I could use some music for my game but I dunno if you're busy
>>
>>323467678
Nah, I've got plenty of time. Drop me an email at the link on my soundcloud.
>>
>>323452102
>>323452579
>>323456887
I really like your animations
>>
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I kinda wanna get into making music for vidya, d'you think anyone would want me?

https://soundcloud.com/matrimandir/pika-v2
>>
>>323467042
wanna fuck m8
Got a blog
>>
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>>
>>323467423

Yeah sorry, you're right. I've thought I should add this to the dev blog.
Anyway, here's some info..very fragmented but I'm working at the moment and my daughter is having nightmares.

It's mainly top down, but you have the option to enter first person mode in your chosen tavern keeper. This has some gameplay I'm working on at the moment. If you walk around in this mode you can hear all the customers sing their custom tavern songs.
You build rooms for each customer race and hire staff to keep the tavern in check. You can upgrade staff and when you have more gold you can buy more expensive rooms.

I'm inspired by the SimCity chaos stuff, the earthquake and tornado so I have a few of those that happen. Goblins storm the tavern etc.

Cont.
>>
>>323466687

im not the artist. just the project lead/programmer. the artist is (on twitter) @miascugh
>>
>>323467865
Alright, sure.
>>
>>323467880
My only advice is to aim for music that would be great to listen to while doing something, instead of on its own.
>>
>>323468027
That monster animation is really smooth. The UI also looks very slick.
>>
As if.

This misogynistic shithole will never get to see any content before good sites.
>>
>>323468027
>I want the cave story/persona/earthbound/undertale audience!
I am that audience. tell more.
>>
>>323467423
You also have to buy unique drinks for all the customers. If you don't have it in stock or not enough room for the customers, they start fighting(mainly other races that they don't like). This damages the furniture so you have to repair shit.
If one of them dies, it generates a tombstone. If you have a grave keeper, he comes and picks it up and delivers it to the graveyard. The more tomb stones you got, the more popular your tavern becomes. This attracts higher tier customers.
>>
>>323468241
K
>>
>>323448493

definitely a step in a better direction.
>>
>>323467094
She needs to cover up. This is not acceptable. It's 2016.
>>
>>323468305
Makes me think of the Mended Drum from Discworld.
>>
>>323466037
What program do you guys use for animating? Is it all done by hand in photoshop?
>>
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>>323468537

It's not 2016 in the game.
>>
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>>323468145
Thanks anon, good advice.

What do you think about this one?
https://soundcloud.com/matrimandir/projectmatrimandir-schets-1
>>
>>323468603

yeah the artist animates everything by hand in photoshop. none of our animation is procedural.
>>
>>323466817
Can't agree with that mate. 90% of game assets these days are hard surface: guns, cars, buildings, etc. Characters are hugely important sure but the vast bulkload of props are hard-surface. Besides, being able to do product/arch viz work is always great to have in your back pocket. I've found it generally pays way better than game art does anyway for half the amount of effort.
>>
>>323468537
It's the current year, come on
>>
>>323468620
Irrelevant.
>>
>>323466916
>how do I into 3D games
Doom engine 3.
>>
>>323465420
>>323466037
>>323456887
>>323455636
>>323453895
>>323453271
>>323452579
>>323452102

Hey, what's your spriting/animation process? What programs do you use? Really impressive stuff you have here.
>>
>>323468835
I actually increased the boob size from the first draft.
>>
>>323468027
wooooaaaah bro give me info
>>
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>>323468956
>>
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>>323468652
Shit nigga, that's some 10/10 racing music right there. I can see it fitting perfectly in the Distance soundtrack lineup. Just make it longer, and throw in a few more variations to the tune.

Oh, I'm >>323463618 btw
>>
>>323468685
Damn, that's pretty impressive
>>
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More Art work on outdoor scenes.
>>
How am I going to get hold of good sprites if I can't draw?
>>
>>323468226
>>323468270

This is posted in every single vidya dev thread on 4chan. This is all that exists of the "game". It's just a .gif that someone made, there is nothing beyond it.
>>
>>323469217
http://ironheartgame.tumblr.com/
>>
>>323469189
http://kenney.nl/
>>
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>>323469097
Thanks man, really appriciate it. I haven't done much electronic music and kinda insecure about it. Might keep it up
>>
>>323467094
her name better be holga or something like that
>>
>>323467865
>>323467324
>>323463618

I'll definitely keep you in mind if I ever get off the ground with my current game. It's still in early concept stages.
>>
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>>323469217
We recently kinda shelved the game due to life-stuff but we're still working on it I promise you.
>>
>>323469259
>http://ironheartgame.tumblr.com/
>must login to view

no thanks, I believe you though.
>>
>>323469360
Actually..all the staff and customers will have names, age and occupation(staff excluded of course) and background generated from over 100 unique templates
>>
>>323469391
Thanks, champ. I appreciate it.
>>
>>323466460
Very nice stuff, got a tumblr?
>>
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>>323468919

im not the artist. the artist uses photoshop and animates by hand.
>>
>>323469650

Sorry no, just a dev blog:

http://tavernblog.soderqvist.org/
>>
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>>323467631
Thanks anon.

I've started working on the outside areas a tiny bit so I can start working on code for the stuff that happens outside and not player involved. And hopefully start making something that would be fun to play.
>>
>>323469259
Needs login, pls screenshot
>>
>>323469650
Oh, you replied to my initial post.
>>
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>>323469725
You should tell him that some people here think it's very good and he should be proud.
>>
>>323469918

go tell him! his twitter is @miascugh
>>
>>323466998
If it's unique enough - sure. A game's genre shouldn't define it.
>>
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>>323467631
Nice Kot.
My game has some Blinis as well, you can play it here: http://wabbaboy.itch.io/project-dungeon
>>
>>323469187

Is that the stylized generator on Unity Asset store?
>>
>>323466998

i like them, so yes we need more. just do some new shit.
>>
>>323469725

You're lucky to have him, very cool animation.
>>
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>tfw making a game
>tfw have to make a fuckton of assets and it's daunting as hell
At least making particles is fun.
>>
>>323470137

god damn you have no idea. heres what the game was before he came along.

https://www.youtube.com/watch?v=D6qNU-lfXqg

he has been incredibly helpful in every aspect of development. the game would be nothing without him.
>>
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>>323470109
Nope! Just toony textures with bumpmaps, skybox lighting, lots of fog, colorful foliage and particle effects.
>>
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>>323470337
Game still looks fun as fuck though.
>>
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>>
>>323470505

you can play that version on my itch page.

http://ratcasket.itch.io/
>>
>>323470434
Ok cool man. Just thought I recognized the trees.
>>
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Working on an RPG/RTS hybrid with shit placeholder art.
>>
>>323470000
Okay, hope you haven't typed anything you don't want him to see!
>>
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>>323470563
>>
>>323470620
I thought you were asking about shaders not the trees lol
>>
>>323470085
More?
>>
>>323470675

sure as shit havent!
>>
>>323451105
How did you get into animation?
How hard is it to get into it? I was sadly not that interested in art as a kid and now I wish I was. Been taking life drawing classess for past year but idk if it's possible to get good enough when I'm 21 already.
>>
>>323470712
No worries. No shame in using the asset store. :)
>>
>>323470620
That is also called Dreamy landscapes not "Stylized generator"
>>
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>>323470706
>>
>>323470337
>>323470583

That looks fun as hell. With the new sprites and shit you might have something special on your hands here.
>>
>>323470921
Nice bewbs
>>
>>323470853
Not him, but, I don't think I would have finalized about 90% of my idea proposels if I didn't used shit from the assest store.
>>
>>323470853
Never said there was shame in it but you should get your asset store names correct if you want to site them :) had me confused.
>>
I hate looking at these threads because I realize you all lose motivation halfway through

release your gamesdamnit
>>
>>323470950
man i hope so
cause its either succeed or suicide
>>
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>>323470721
Here you go anon. Ask em and il post em.
>>
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Finally got back to work on it now my jobs calmed down over christmas. Need to make their weapons, don't know what direction i'm going to go with clothing yet so will leave it for now.
>>
>>323471072

If you get like a 2D Smash thing going on, I'd pay 10 bucks or more for that.
>>
>>323471016

Yup, same here.
>>
>>323471445
I feel like there is way too many 2D smash clones in the works this year.
>>
>>323471045
jokes on you I made it 70% of the way through before I lost motivation
>>
>>323471445
What are the essentials required for a smash-like to be successful in your opinion?
Keep in mind it will only be 10 bucks.
>>
>>323470673

That...actually looks really interesting. Like you said, shit placeholder art, but you get some good sprites in there and clean it up that looks fun.
>>
>>323471445
>>323471534

Kerfuffle is not a smash clone. Its mot like Samurai Gunn, but I thought that game was too flat. So I added a lot of variation, and some more mechanics to flesh it out.
>>
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>>323444081
What's the best thing for making like a 2d game that's mainly mobile, but can work on PC too (so I can sell it in as many places as possible).

Want to use some psychological techniques to create a addictive game for super cheap and get it on as many devices as possible (like flappy bird, or angry bird or other FotM games casuals love), so I can enact my evil plans.
>>
>>323468685
>photos hop
Whyyyyyy if he would've gone with illustrator you could've done a 4K hi res assets in the future with zero effort
>>
>>323466460
Oh shit, that was you?
Small world.
>>
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>>323471803
>>
I composed a boss theme, guise

https://soundcloud.com/iwilldevouryourkittens/the-greatest-storm-of-our-times

Thoughts?
>>
>>323471872

because we arent doing 4k hi res.
>>
>>323471974
I like everything but your choice of drum instruments and the volumes need to be rebalanced badly.
>>
>>323471891
Would the free version be good enough or do I need to shell out some cash?
>>
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D-does it look good /v/?
>>
>>323469767
Hey do you have twitter or some other place where I can follow development.
>>
>>323472203
Neat. Looks very Halo-y.
>>
>>323472194
For developing the free version is perfect. I think you need a license if you actually want to release it. You also need Andriod and IOS licenses if you don't have them already.
>>
>>323471534

What other examples are there? If you got really interesting, unique, and smooth looking sprites/animation, you're already a leg up.

>>323471698

It needs to be more than just a smash-like. I said 2D Smash because that's just what came to mind, but you'd want to come up with either some interesting game modes or some kind of mechanic that is unique towards multiplayer.

But first of all, It just has to be fun. If it looks good and runs smooth then that's a big part of the appeal right there.
>>
>>323472203
ContrastingLightingSchemes/10
But yeah, it looks fine.
>>
>>323472203
Very bad-ass. Are you some 343 dev or something? Looks straight out of halo I'd worry if you are indie microsheckle would bring you to court.
>>
>>323472349
Thank you my friend
>>
>>323472298
Not for the moment, but I'm gonna start a blog or something once I've gotten some more content so I've actually got something to post about. Because at the moment I mostly just work on Sundays and any other day where I can find time so content is quite sparse.
>>
>>323471891

So if I'm going for a kind of traditional 2D RPG, would it be worth it to learn C# and go with Unity or just do some shit like RPGMaker and learn javascript?
>>
>>323470673
I rather like that, makes it look more like an actual team battle istead of everyone lined up on each side or in a rigid grid. Is there agro mechanics?
>>
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>>323444081
>Any Devs Here making a Game?
Working on a lewd rpg, which I'm making in RPG Maker.
>Post your stuff
Haven't really drawn much since New Years, because of celebrations and shit.
Still, making decent progress on my game both with art and coding.
>>
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>>323472816
>javascript
>>
>>323473071

RPGMaker MV has javascript plugins now, for making your own scripts and shit. That's what I meant.
>>
>>323472836
Yeah. There's a threat system its just not visible at the moment.
>>
>>323473243
Cool, that's fine it doesn't need to be visible (although I'd do that for testing reasons). I just really like agro systems instead of the mess that happens when there isn't one. Fucking GW2...
>>
>>323473054
Hey I remember you, I offered you my music before.
>>
>>323472760
Be sure to shill about it on /v/ or in AGDG over on /vg/ once it's up, so I don't miss it.
>>
>>323473054
Is that loli? God bless you anon
>>
>>323473054
That game better have lolis, pal.
>>
>>323473849
I'd highly recommend not shilling it on /v. There'll be one or two decent threads than it will degenerate into some sort of unholy baiting/trolling mess. Happens every time.
>>
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>>
>>323473526
>music
Are you sure you're not mistaking me for someone else? I'm still trying to finish scripting all the stuff I want and I still need to fix a few things, before I can actually get into stuff like story, setting, maps and music.
Though I'd be very happy if someone could help me out a bit with something.

>>323473971
Yes. Thanks.

>>323474000
That's my main focus.
>>
>>323474338
Yeah, I thought you posted a bunch in /rpgmg/ before. Either way, I'm >>323463618 if you want to talk.
>>
>>323472203
Are you making a Halo mod or something? You've piqued my interest.
>>
I would but all of my actual dev progress is on my other computer due to me moving. So I just have concept art and dialogue trees. The last thing I was working on was the combat system, as I needed to rework that into something slightly decent.

The gist of the game is that God is being a giant faggot, so are you a bad enough dude to fuck his shit up?
>>
>>323472816
RPGMaker.
>>
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I wish. I can create all the art assets I want but I can't program for beans, and my schedule's pretty busy.
>>
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>>323474338
>That's my main focus.
>mfw
You better fucking finish that game or I won't be able to give you my money.
>>
How popular is Unreal Engine 4 for AAA development these days?

I feel like it is pretty unused compared to when every console game used Unreal Engine 3.
>>
>>323474467
Ah, I see. Yeah, my bad there, I'm just not getting enough sleep, so my mind is just starting to give up on me from time to time.
That's some really great stuff! I'll bookmark your SoundCloud, and YouTube profile just in case, to get in contact with you a bit later. I just first need to finish scripting everything, otherwise I can't properly settle on a story for my game.

>>323475338
As long as the hentai gods don't decide to kill me off, I'm willing to finish the game.
>>
>>323473054
is there any non-lolis out of curiosity?
>>
>>323444081
I do dev work, but I'd never post it here. Are you kidding? ASKING 4chan to adopt something is a one way ticket to getting it shit on.
>>
>>323444859
There's literally no reason at all to use it when https://love2d.org/ is free in both price and freedom. It's bloated crapware that only exists because some people have a phobia of actually usable programming languages, and think that using it will be easier.
>>
>>323475436
All I really see is a mess of early access survival games, although to be fair a ton of them come from Unity as well.

Honestly at this moment I can't think of a single game using Unreal Engine 4 that isn't a sandbox survival game.
>>
>>323475529
Hey, thanks. Good luck!
>>
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I've been working on a roguelike over at agdg, but I really only have the dungeon generation and movement systems working right now. It's fun to dev though.
>>
>>323459318
Edmund stop shitposting on /v/
>>
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>>323475306

I wanted an overworld like Super Mario RPG's or Final Fantasy 7-9 with these backgrounds that could look like whatever they wanted as long as they fit the character sprites. Then the battles would have been more like a mix of action commands and Punch-Out. One concept was that for bosses, if you kept correctly blocking against an attack of theirs, they'd stop using it and use one or two new moves. Also, there would still be nice animations, but compared to other turn-based RPGs the game speed would be lightning fast.
>>
>"game developer thread"
>another pixel fighting game
>ANOTHER PIXEL PLATFORMER

Guys

don't you think that maybe

just MAYBE

it's over saturated?
>>
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>>323475814
the binding of isaac guy?

I'll post some other projects
>>
>>323475829
Sounds like you need to join a team. There is always a need for artists, so join up, learn a few things about programming from them, and come back to it later.
>>
>>323476005

no because only like 2 out of 1000000000 actually get finished.
>>
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>>323476015
>>
>>323475578
I am thinking of adding non loli characters, like a mother character, for potential incest scenes. But I want to first finish making all the loli characters.

>>323475773
Thanks!
>>
>>323475719
Genuinely interested, how does it compare to gamemaker? What's better and whats worse? I only use GML anyways but it's taken me like a year to get this comfortable with it. Are there a lot of built in functions or do you have to do everything from scratch yourself (like collision_place(x,y,object) and so on).

Is me
>>323465728
>>323460786
>>
I wanted to learn how to develop Android games.
What do you guys suggest? How do I learn?
>>
>>323476015
Yeah, he's making a game called Mew-genics.
>>
>>323476005
Lazy pixel art is the worst trend in gaming. It's not like it's even hard to make decent looking sprites and tilesets.
>>
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>>323476508
Just like make game.
But seriously, try to copy pong in an android environment, you know, do basic stuff.
>>
>>323476287

Make a spooky Worlds.com sort of game with hidden spooky shit in it and NPCs that stalk you.

Do it, faggot.
>>
>>323476005
it's literally the same for everything brah
Someone makes it big with XYZ and everyone jumps on it trying to make a buck. LITERALLY EVERYTHING, EVERY TIME
>>
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My art guy left me for now and I can't really do anything without him. But I was working on a game.
>>
>>323476426
How old is the main character?
>>
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>>323476068

That's not a bad idea, actually. Guess I better start lookin around.
>>
>>323476015
>>323476287
Oh shit, I remember you when I used to browse /agdg/ trying to get motivation to begin development again.

This looked really interesting. Do you have a demo up anywhere?
>>
>>323476825
Which IDE do you recommend me to use?
>>
>>323475306
>>323477034
There you guy, 2 problems solved in 1.
>>
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>>323476949
>>323476287
it's supposed to be a necromancer game and most of the components are in place to just make content but I'm not yet finished understanding scope and how to work smarter so I just keep starting tiny projects that are supposed to be really really small but I always have ideas and it gets out of hand. It's like I can't settle for the simpler shit.
>>
>>323477150
Imma defer to the opinions of the other anons on this one.
>>
This thread is proof that v-devs are best-devs
>>
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I'm pretty new to unity, how does one call methods from a plugin script that's written in a different language? I'm writing my code in c# and figured I'd give this javascript script a shot, but apparently it's not working.
It's not a big deal if this isn't possible, I'll just write something similar myself, I'm mostly just wondering why this doesn't work.
>>
>>323476476
>What's better
Oh man, I haven't really used gamemaker since I was like 15 in 2007. Anyways, it's actually easy and has a lot of stuff built in the engine that makes it neat for gamedev. It's also free, which I mentioned in the other post.
>and whats worse?
It doesn't come with a development environment like GM does, you have to use your own text editor, image editor etc. I use Notepad++ and aseprite/GIMP. Basically, if you want to load a image file, you do: dailydose = love.graphics.newImage("piccolodick.gif") in the load function instead of adding it as a resource. Look at their wiki if you're curious, it's not hard to get started with.
>>
>>323477278
Fucking spoopy. I want to play a Necromancer. Make sure to add in Lich Mode.
>>
>>323477081
Honestly, I haven't thought about it yet. Since I'm still mostly just working on game mechanics. The graphics I'm just doing when I have some free time, so I just use the chance to spend that time drawing the main heroine for the game. Will need to start drawing armor and weapons for her soon enough.
I will probably settle down on all the small details once I get to writing an actual story and plot for the game.
>>
I'm making a RPG where you explore your characters own psyche and rid her of her personal demons.
>>
>>323446713
Damn the part when the lil nig went flying I cracked up, seems like a fun game
>>
>>323477925
Well, I'm certainly interested. I can't wait to see more progress if you decide to continue.
>>
>>323447507
>stamina system for a sidescroller platformer
>>
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I work on the not shit fangame that /vp/ was making that splintered off, does that count?
>>
>>323477826
Well I use paint.net anyways and just do minor adjustments in the in editor stuff so that doesn't bother me. Does Love2d do well with svg inkscape formats? Because gamemaker can't handle em so everything has to be pixelized.
>>
>>323459318
If your game doesn't have ebin kot and grafix memes I'll be fucking disappointed.
>>
>>323477635
I think you forgot something anon.
>>
>>323446713
>zorgbrella
>>
>>323463618
I'm no gamedev but your stuff is really nice.
>>
>>323479012
It only does pixel-based formats.
>>
>>323479180
Yeah. Nobody else supplied their fucking opinion.
>>
>>323479369
Thanks man, I appreciate it.
>>
>>323479286
Just a little random alien talk. That's not actually going to be in the game lol.
>>
>>323479374
Visual studio
>>
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>>323477137
not right now but it's planned

I want to rework the whole skeleton army commanding controls with a wheel that lets you choose which group of skeleton you want and which action faster.
>>
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This isn't a screenshot, but it's an image of the city my game takes place in. It's actually going to be the background image for the game's website.

Right now there are only greybox test levels, so It's not very interesting to look at, but hopefully I'll have something a bit more worthy of showing within the next month or so! (it's a precision-action game)

I'm doing this all solo, and I'm a programmer by trade, so any constructive criticism regarding my artistic skills is always appreciated!
>>
>>323479370
Fuck, thanks. I just want the always crisp clear look you get with vector resizing instead of the mess you get with pixels.
>>
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>>323478971
just gonna dump random stuff I guess, some stuff I directly worked on/made, some stuff not

steel gym leader
>>
Anyone here got any experience with Haxe? It doesn't seem too bad compared to other alternatives.
>>
>>323478875
Ah, that's really nice to hear. Thanks! Yeah, I have no intention of dropping the project, considering that I'm enjoying working on it, as well as I'm learning a ton of new things.
>>
>>323478971
I don't use pixel art but I love pixel worlds like that

I wish more people would make pixel worlds instead of pixel platfarter number eleven billion
>>
>>323479827
palette is all over the place and the shading is inconstant.
>>
>>323480081
Thats a pretty good replication of the Pokemon art style, though you don't normally see that kind of nose. It almost makes her look a like she's fit for a little more "mature" of a game. (Not necessarily a "mature" game, but just something targeted a bit older than Pokemon)

I like it though!
>>
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>>323480081
The dex, you'll note that some have newer art then others.

Only ones I had any major contribution to besides small stuff is Koberus and Fumighast.
>>
>>323480081
Wow, that's actually really good, I could totally see that in an official game.
>>
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>>323478971
I'll post more maps then

>>323480339
>>323480370
Yeah, the person who makes the finalized versions of our art now is pretty fantastic, he makes sprites and tiles too; most of the sprites/tiles in this museum was his work as well.
>>
>>323480271

Thanks! In terms of colours that I want to use in the game, I kind of want it to feel a little bit like a "Willy Wonka's Chocolate Factory" sort of thing. (The initial bit with all the lollypop trees etc.)

How can I portray this in palettes that aren't "all over the place", because a lot of things that I've seen thus far (I feel) tend to blur into quite similar shades.

(As for shading, i'll work on that!)
>>
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>>323480576
City >>323480081 's gym is in. This isn't actually the final version of it, everybody decided to make the sidewalk color red after this and it looks like shit so i'm not gonna post it.
>>
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>>323480792
electric E4, also PC system manager
>>
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Currently on a break.
>>
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>>323480914
Badges (Ice, Steel, Water, Dark, Psychic/Fighting, Fire, Bug, Grass/Ghost)

Also, wiki for the project: http://capx.wikia.com/wiki/CAPX_Wiki
>>
>>323481126
That wind effect is nice. Is that procedural animation?
>>
I'd rather draw a comic. I love vidya but at least I could pump out a page every 2-3 days instead of working on a project I could never finish.
>>
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I've been working on a mostly textbased scifi adventure game similar to CoC using Ren'py.
Things have been going really slow for it but otherwise we're doing pretty good.

We got cute girls down, I just wish I could find some decent writers who don't want money.
>>
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>>323481541
I think most people will enjoy it more for the Nazi girls though.
>>
If anyone is need of audio, I've got nothing but free time and would really like to get involved.

My most recent project:
https://soundcloud.com/timbermound
>>
>>323456225
any preorder bonus?
>>
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>>323480665
I think the colors for the sky/water look good but for the actual objects varies in contrast/brightness and the colors sometimes doesn't match well (look at the rightmost purple building for example)

pic related (Fantasy Zone) doesn't use that many different colors because of 80s hardware limitation but it's still the most happiest colorful shit you can imagine! same goes for a lot of other games from that era obviously
>>
>>323475808
What's your gimmick? I sincerely hope you're not just going to do generic tolkien-esque thing.
>>
>>323480354
If you had told me this was some leaked art of the new Pokémon game I would have believed it. Nice.
>>
Anyone know of any blogs or something that go over some tips for designing a morality system?

Making one for my sidescroller
>>
>>323457421
Looks alright, dude
>>
>>323482561
I want to do something that gives the feeling that you're exploring the depths of the money pit on oak island (https://en.wikipedia.org/wiki/Oak_Island). It's limited scope and slightly casual, but the idea is that there's a shit-ton of loot and gold on the last floor and all the creatures are weird monsters that've evolved to survive in darkness and live off of dirt and metal. All progression is based on gold -- You level up with gold, you buy additional skills with gold, you even unlock stairs to the next level with gold. You'll be able to buy new characters, skill trees, cosmetics etc with gold that you bank into your account while you're running a dungeon, or try and keep onto it longer to get to lower floors. If you die you lose anything if you haven't banked. But right now I'm just working on the basic gameplay mechanics like collision detection, enemy and boss generation, and combat. I don't even have a tileset yet.
>>
>>323457421
It's pretty okay, STALKER world-model level or New Vegas.
>>
>>323482939
here is a thing that you should be aware of. Mainly just the first page, but still.
http://www.dorkly.com/post/56575/5-mistakes-every-videogame-with-a-morality-system-makes
>>
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>>323483271
>Dorkly
>>
>>323482531
Ah thank you so much! I agree about the right purple building. Looking at it after you've pointed it out, it feels as though the outlines and detail lines are not well enough defined, so it all just kind of blurs together. I might try changing it to be the same colours as the left-most purple one.

I also now get the feeling that some of the buildings' outlines are too dark. Such as the blue segment in the "corkscrew" building, or the central red one (Though in regards to the latter, I was planning on changing it anyway as I was never happy with the actual shape).

In regards to shapes, how do you feel these buildings are? Do any of the just look flat-out "wrong", and do the "detail lines" I added give the effect of making them look interesting?

And sorry to bombard you with questions, but what is it about the shading that feels wrong to you? I found it quite difficult to do and understand, but I really want to get it right. Hopefully this game will end up being my income after all!
>>
>>323483271
Thanks

Thinking of doing combat and level design first then making the story
>>
>>323479827

http://www.kyrieru.com/p/this-first-part-will-cover-many-of.html?zx=6f2a5c012facc6
>>
>>323481675
It seems like you're going for the monster girl approach. I automatically support this.
>>
Also what are some platformer/hack n' slash mechanics/ideas that you guys think would be cool in a future setting where humans have augmented themselves with tech and alien dna?
>>
>>323483168
>scrolling through
>site is theorized to contain ark of the covenant
holy lel. That's a pretty good island you chose.

also
>roguelike
reminder it has to be turn-based, have permadeath, and be randomly generated, otherwise it is not a roguelike.

How is the player going to be able to obtain the gold? Is it going to be strewn across the place? Will the player be able to sell things for gold? Can they mine into the walls? What if they get a stroke of unfortunate RNG and don't have enough gold to buy their way down to the next set of stairs? Is the enemy generation infinite? If so, how do you account for the player grinding their way to victory on lv. 1?
>>
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>>323483595
We are, the game is designed to cater to the older /tg/ audience.
The main principle is to create a decently fun game and drop monster girl erotica on top of it as optional content.
>>
>>323483386
lineart looks cool and I'm a sucker for futuristic architecture. shading doesn't feel as there's a consistent light source, everything has different shading.

>>323483593 looks like a good tutorial
>>
/agdg/ demo day 6 just wrapped up
>http://itch.io/jam/agdg-demo-day-6/entries

I submitted this
>http://sweven.itch.io/rad-roller-demo
>>
>>323482939
IMO just remember that good should be hard and evil should be easy. Hate when the obvious benefits are all stacked on the good side, just doesn't make sense.

Also remember that no correct answer is a lot more fun. That was one thing I liked about the witcher series, someone always gets fucked over.
>>
>>323483845
>reminder it has to be turn-based, have permadeath, and be randomly generated, otherwise it is not a roguelike
Already got all that. It's even keyboard-only. Except for a right-click camera drag so you can see the whole dungeon.

>How is the player going to be able to obtain the gold? ....
A couple of ways. The most obvious is killing things on the dungeon floor.

Second, there's a banker every few floors that will bank your gold and store it for the next run, but he takes a percentage of whatever you bank (higher the higher floor you're on). He'll only keep it for the next immediate run, so if you bank with him and then die on your next run before finding him again you'll lose it all.

Third... I don't know yet. :( Balancing is gonna be hard

Instead of a regular equipment system I'm going to have the player be able to equip 4 artifacts that have randomly generated values and effects (based on floor and rarity). 1 of those equip slots will keep the artifact for the next run, 2 of them will convert the value of the artifact in them into gold in your main account (that lets you purchase side-grades in the game like new characters), and 1 of the slots will be lost forever. You can't use this gold in a run, only on the main menu in your save file.

>What if they get a stroke of unfortunate RNG and don't have enough gold to buy their way down to the next set of stairs? Is the enemy generation infinite? If so, how do you account for the player grinding their way to victory on lv. 1?

I've been thinking about the 'not being able to afford the next floor' thing, and I'm not sure what I'm going to do about it yet. Probably some sort of "loan" system that'll penalize you with interest later in the run? Enemies won't be infinite.
>>
>>323483593
>http://www.kyrieru.com/p/this-first-part-will-cover-many-of.html?zx=6f2a5c012facc6

That's going to be really handy, thank you!

>>323484215
Well, I'm glad I'm doing something right at least! I'll work on trying to get everything lit from one source. Thanks again!
>>
>>323459319
That's really neat
>>
>>323484468
holy crap every entry there is way better than anything I could ever make

how the fuck
>>
>>323459319
Also forgot to ask, what do you use to make your music? Or your sound guy if that's the case
>>
>>323448442
It sounds like 3 separate games. What's connecting them?
>>
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>>323475719

>phobia of actually usable programming languages

This is false. Quit beating up the strawman and listen for a minute.

People aren't afraid of other languages when using GM. That being said, to make a game, you have to do a lot of set up before you actually start the game part.

Game maker lets you skip all the ramp up and make your goddamn game.

Game maker has all of the following things for non-beginners implemented day one of your project that you otherwise need to learn a library for, go without depending on your language, or code yourself:

>The game loop, including all three step events and the draw events
>Window creation and management
>Animating and loading sprites
>Generalized object management, including:

>>Creation and deletion
>>Updating
>>A real time, steppable, and pausable debugging suite with IDs
>>Rotation, opacity, hue and color alteration
>>Garbage collection
>>Inheritance without castings

>Mouse and keyboard I/O aware of presses, releases, and holds
>View and camera systems
>A room system
>Level editors
>Game wide triggerable events, as well as object awareness of bounds
>Collision systems
>Basic direct pathing, hardcoded pathing, and implementations of A* pathing
>Particle effects, screen color alterations, and filters
>Sound loading and looping
>External resource loading
>Language extensions and DLLs
>Portability between Windows, Mac, and Linux
>Basic networking
>Error handling and meaningful crash logs
>Extensive documentation for every single function, categorized by type and use case in a game

I could go on.

You usually want or need to manage all of the above at some point in a game's development. If you code your own engine, you need to make most or all of the above before you even start designing your game.

Unless you desperately need your game to be high performance or you start reaching the engine's limits, you get truly almost no value from coding the game in a different language.
>>
>>323484878
you just have to believe in yourself anon
>>
>>323459319
You got a soundtrack anywhere?
>>
GUYS
ANYONE HERE
GOT ONE OF THESE UDEMY COURSES?
THEY SEEM NICE.
>>
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Added in weapons.
>>
>>323485157
>udk
ewwwwww
>>
>>323485253
kismet faggot
>>
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>>323485157
Why do games with low poly models and good shaders make my dick so hard?
Great work, anon, that looks really great!
>>
>>323485371
ewewewe
>>
>>323484979
My rule of thumb is always:

Want to make a game? GameMaker is fine.

Want to get a Job in the games industry? You need to learn to code without use of an engine.

Anyone who shittalks someone else for their choice of software can just get the fuck out. Sure, you can roll your eyes, have your own opinions or silently judge their prospects, but nobody has any right to talk anyone else down for using tools that are available to them.

(I work in the industry and have friends who work at YoYo, props to them!)
>>
>>323484668
>carrying shit over to the next run
That feels a bit cheesy, I don't know how you could balance the entire game around it. What's stopping me from amassing a bunch of loot, giving every last cent to the banker, killing myself, then getting my next character to said banker and instantly become overpowered, trivializing a massive chunk of the game, AND ON TOP OF THAT, piling up a huge amount of loot that normally would have gone to keeping me alive and instead investing it into the next character? Alternatively, if the game is balanced around this, and suddenly I fuck up hard and splat on floor 1, all my momentum is gone and I have to put in a massive amount of tedious grind in order to regain my momentum, which at that point, I'd drop the game. Rogue Legacy, while being a roguelite, did have that carry over shit and it absolutely ruined the game. It's really, really difficult to balance shit like that. If you can do it, by all means, work your genius, but you may be better off just having randomly generated attributes for the next character based on the previous character.

For example, default, I get a random artifact that has a value of 1-5 on how good it is. But, if I get that character to level 6 of the dungeon, the next character I generate gets an artifact that has a value of 2-6. That may be easier to balance than what you're trying to do.

Will there be a hunger clock? Also, have you played DCSS with Gozag as your god? It seems vaguely similar to what you're trying to do.
>>
>>323485678
no
>>
Working on a town now, because there needed to be one and I'm procrastinating on enemy AI.
>>
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How should I handle a mainly status effect based rpg? Instead of HP, you and your enemies can get tired, lose limbs, bleed out, be overwhelmed by pain, ect. What should I do to calculate when someone's dead / passed out? What sort of effects should I use?
>>
>>323484979
most of this is only true if you write your own library. shill elsewhere or compare honestly with love2d
>>
>>323455793
How'd you fuck it up? Like, what kind of questions do they ask you?
>>
>>323485837

Compelling argument. Do go on.
>>
>>323485860
BALD
>>
>>323486070
Resistance meters for combat. Instead of a 1/10 or w/e chance of getting the status on a strong enemy, its builds meter. Once the meter pops they are hit with the status. This can allow a new class focused on shortening the status bars, cleansing allies, building specific status's without being able to finish them, bosses can buff to lower their bars faster forcing you to debuff them, etc.
>>
>>323485794
What I wanted to avoid was letting your progress in one run let you start out overpowered in the next. True to roguelikes, I want to make sure that each run starts at 0 and is a fresh challenge each time, so I think maybe you're right about the banker carrying things over. My main focus is going to be on using the wealth you accumulate in a run saving to your save file and being used to buy things that don't effect the initial difficulty of the game -- things like new characters that have different skillsets, different tilesets and enemy variations, etc. I might have to scrap the banker carrying over runs idea and find a better way to balance things, I think you're right.

It's been a good year or so since I've played DCSS, I think I'm due for a refresher. Nethack just got a new update and I've been into that lately. I want to make sure there's a uniqueness to it that makes it different than "just another roguelike", but at the same time I want it to be roguelike enough where you don't have to grind runs in order to win. I want run 0 to be just as difficult as run 100. So there's definitely been some oversights in how I've been planning things.
>>
Yes i'm a indie developer. I'm making my first game, it's like Wow but better. I'm making it using game maker
>>
>>323486070
First off, depending on the enemies you have, you'll need an endurance threshold. You may also need a constitution threshold as well.

Basically, if I drain the stamina of someone, they'd lose 8 endurance. If I chop off their limb, they'd lose 3 endurance and 6 constitution. If either of the thresholds drop low enough, the character dies.

That's the only way I can see that would make it work with multiple status effects and limb removal. You could also have a blood meter or something. problem is you don't want too many bars to drain down.

for effects, you can either: go crazy- poison, panic, fear, confusion, blindness, paralysis, petrification, stun, pain, disease, you name it. or: If you limit it to hacking off limbs and inflicting poison, you could make these massively complex skill trees where you can have different types of poison, different/more efficient ways to remove limbs, etc.
>>
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Old progress. Currently working on another ship type
>>
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>>323469831
>http://ironheartgame.tumblr.com/
>>323469491
>>
>>323486883
Nice juice, looks good.
>>
Programming is my day job, and I know my way around Unity pretty well. I'm attracted to GM just because it seems very streamlined to get a project going quickly. Does anyone have experience doing unity2d vs GM?
>>
>>323486883
SHIT MANG, THAT LOOKS GOOD!

got a devblog or a name or some shit?
>>
>>323486119
Companies are willing to use premade engines now.
>>
>>323487037
Holy fucking shit.
That's such a fucking Undertale ripoff what the fuck.
>>
>>323486662
Using your accumulated wealth to get more permanent starting options sounds perfectly reasonable. Plus, you can use it as a sort of tutorial to introduce new players. Simple warriors or whatever have basic shit, so it's easy to play, and then further on when they're good they can buy Aurumancer, and not be totally lost when it introduces new skills.

Balancing things around saving up wealth or the like is practically impossible, as far as I know.

Gozag lets you buy potion abilities, summon shops, bribe entire branches so you don't have to fight, and turns all corpses into gold. He's pretty much the god of shekels designed for mummies.
>>
>>323446713
how do you tell the difference between friend and foe? if I had played this without seeing this, i'd have started shooting the guys on the rain planet because nothing was there to tell me they weren't dangerous.
>>
>>323486883
That looks cool, but shouldn't you give the ship more mobility? It looks like it's just getting bounced around with no chance to dodge.
>>
>>323487343
Just look at all the Minecraft ripoffs and how much money they make basically just for free.
>>
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>been starting and abandoning projects for years
>get halfway alright with a language and drop it
>always had a job so I treated it "as a hobby"
>despite that I never finished shit
>my cool boss is getting transferred
>my coworkers have already given up
>job sucks now

I finally have the motivation I need to start the probably long journey into making my ideal Harvest Moon clone. The lack of romance-ready milfs always bothered me. WELL NOT ANYMORE IT WON'T in 2-3 years.
>>
>>323481541
>I just wish I could find some decent writers who don't want money.
Hit me up
bored undergrad with nothing better to do
>>
>>323487326
>http://ironheartgame.tumblr.com/

They absolutely are, but who do you think is going to get hired? The person that only knows Game Maker/Unity/Unreal, or the person that is an all round good coder with experience of doing things from the ground up?
>>
>>323487662
>Hit me up
>doesn't post any contact information
ayy lmao.
>>
>>323487465
I'm gonna have to get back to it and take some notes. I just want to get an in-run progression that isn't the same old "you've gained enough experience for the next level, assign some skill points and pick an ability!" Since I'm just one guy, I want to keep my scope realistic too, so I want to make each character have a limited set of skills they can use sort of like WOW or to a much lesser extent something cooldown-based like TOME -- or almost like how dungeons of dredmore has you picking a few skills and you can use those in your run.
>>
>>323487662
Sent ;)
>>
>>323487808
thx for the fax friend a mine
>>
>>323484089
So how deep is the gameplay compared to TiTs or CoC?
>>
>>323487128
>juice
Since when do people here use game dev lingo

I agree with this guy though.
>>
>>323447396
You got a devblog or twitter or something?
I fucking love IWBTG fangames
>>
>>323487526
That's a problem I haven't found a solution for yet.

One idea I had was to make all the enemies black with a white outline (no racism intended).
>>
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Does anyone use Construct 2?

Any tips on collision detection?
>>
>>323481541
I feel bad because the other guy was probably trolling. I write regularly on the side.
>>
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>>323481170
gonna continue: some concepts of the game's villianous grunts
>>
>>323488124
red eyes. Orange if they require agrivating.

If the eyes are just 1 "pixel" they might end up looking intimidating and will stick out against everything else.
>>
You missed

>you otherwise need to learn a library for, go without depending on your language, or code yourself

Love, while still being quite good, does not have by default

>>A real time, steppable, and pausable debugging suite with IDs
>Basic networking
>Easy searchability for further information: The name makes it harder to google for resources given that it both is a common word and has umlauts over the o.

I'm not saying GM is the best thing ever, just that there are many, many good reasons to use it over libraries and frameworks (or your own library, god forbid) for languages like C++, Java, C, Lua (Love's language), or Python.

Or whatever language is your alternative "actually usable programming language" which people have a phobia for, because you still haven't said what you meant. If I'm not responding to your point, help me out.
>>
>>323488373
Nah I want to keep it black/white.
>>
>>323487804
I lurk /rlg/, post it in there some day when you've made enough progress to call it an alpha, I'd be more than happy to test it out for you.
>>
>>323488586
Eyes alternate between black and white then?
>>
>>323486883
the color scheme is pretty rad
>>
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>>323485157
>>
>>323488681
Thanks buddy I appreciate the advice and shit. I don't lurk /rlg/ and I have no clue if it'd be appropriate or if I'd just get run out for being a 'shill' but the few times I've looked through the thread it looked like a pretty rad place.
>>
>>323475436
KH3 and FF7 remake are on Unreal4
>>
>>323487948
More than both already, easily. We haven't even begun to finish polishing most of the major gameplay elements but we've already surpassed both.
TiTs and CoC never struck me as being much about gameplay though, more of a platform to move the setting and erotica.

Cursus has
- a sanity system, including mental scarring, phobias, and different types of insanity depending on the character and situation
- limb damage system for both you and enemies which includes muscles, tissue, bones, and organs. On top of this there are prosthetic limbs and segmented armor stats.
- movement in combat with tile hazards, different elevations, and cover
- a morality system that makes sense, with it basically just being NPCs remembering what you did and the consequences of your actions. There's a fame/infamy system on top of this in which what you've done carries further. More people know about you = more people know what you've done = more people will treat you differently based on what you've done
- There's a crafting a modification system. It's similar to like a hybrid of Monster Hunter and Warframe sans crafting time. The idea is that no equipment should be useless, you can take it apart and add onto your favorite weapon or armor and keep it consistently useful throughout the game.

And we still haven't added in the full gameplay of combat, companion AI, or the faction systems.
The biggest problem is this is a lot of work to do. I've finished coding the base for near everything but there's a lot of actual content to throw in and it's taking a lot of time. Not hard, just tedious and time consuming.
>>
>>323488819
Its the default UDK animations meant for muscleheaded broad shouldered space marines. I'll manipulate them later on.
>>
Does anyone else have a fetish for optimization?
>>
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>>323488720
I think my solution works pretty good.
>>
Does anyone have any good 3D platformer guides/tutorials for Unity?

I think I've run my course for 2D. I don't know why I even bothered trying, I never liked making those shitty Flash animations back in the day. Really like working in 3D though, done some modelling work in the past and I find it oddly cathartic, since I can check everything by nice even numbers.
>>
>>323489281
How are the planets generated?
>>
>>323489281
Yeah, looks good
>>
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Taking a break from coding to animate. I completely fucking forgot High School math so it took me 3 hours to figure out a solution that could have easily been solved with trig.

I hope the webm works
>>
>>323487128
>>323487269
>>323488737
Thanks. I don't have a blog yet, but I'm thinking I'll set one up soon. Don't exactly have a name either, sadly; it's all pretty early in development.
>>323487530
Those enemies in particular are definitely not meant to be attacked all at once like I did in the webm, with that ship type at least. The one I'm currently working on is more of a tank that won't be thrown around as much, with an additional shield ability exclusive to it. I think I'll definitely work on some alternative movement options though.
>>
>>323489281
Maybe make the outline for enemies a little thinner?
>>
>>323488832
/rlg/ actually had a successful dev go from an alpha to a full game - Infra Arcana. It's in the copypasta in the OP. If you post progress (aka don't be dead in the water, do work) and your game is actually a roguelike, you're welcome with open arms. There are one or two guys that are anal about some stuff - all roguelikes should be free and open source, need to be rogue-esque, etc. but don't mind them.
>>
>>323489648
I don't know much about animating, but what kind of problem was using Trig?
>>
>>323489410
The planets made with code. I write the planet's position, radius, and what civilians and monster it has.
Then when the spaceship is in range, it will be created. If it's out of range it will be removed.
>>
How hard would it be to make 2d shmup bullet hell style game with these?
>>
>>323476762

Can I see some of yours?

One or two nice sprites is easy. Hundreds of consistent beautiful sprites almost always require a team because at some point you need to make a game
>>
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>>323489648
good taste anon
>>
>>323489648
That's some sick sakuga work you've got there, friend. Better apply for a job at madhouse or kyoani.
>>
>>323476005

No, because no one is making a Strider clone.
>>
>>323489778
The hardest part would be the pathfinding that the enemies run through while playing.

Think about how the enemies move in Galaga for example.
>>
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shake shake x super metroid
>>
>>323476005
I'm gonna make a tactics RPG like FFT 2bh.
>>
>>323489002
got a devblog?
>>
>>323447306
>The game is far from finished so no links or name yet.

Sounds perfect for an early access game.
>>
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Im not really serious or anything, just trying to learn Unity.
>>
Has anyone here made a story heavy game?
>>
>>323489002
Damn, well go big or go home I guess. Do you have any more concept art of cute girls?
>>
>>323489281
>>323489682
this, I agree your solution looks great but the line is too thick 1 to 1 with the sprites pixel size, a thinner line would be perfect.
>>
>>323490597
I haven't thought about that yet actually. I'm not sure.
In any case I want it to have enough content before putting it on Greenlight.
>>
>>323489765
Normalizing diagonal acceleration/ friction. It's a simple top-down game but I'm fiddling with gamepad/ joystick support. I only coded for 8 cardinal angles (N, S, E, W, NW, NE...etc) so my code had to change for analog movement. Basic shit, but my mind blanked and I had to go on a Google adventure.

>>323490084
I already work at David Production. I animated all of Stardust Crusaders final ep alone.
>>
>>323490342
>Fisheye CRT shader

It's hipster as fuck but I'll admit it's damn sexy with the right graphics.
>>
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>>323490684
>>323489682
Like this?
>>
What's everyone reading?
>>
>>323491354
3 or 4
>>
>>323490643
I am planning to.
Not sure what gotta do with the gameplay though, I still not decided how to make it fun.
>>
>>323491074
Recently played some old as fuck games that didn't explain shit and I ended up wondering around the game world
It was fantastic
I just want to copy that feeling again
>>
>>323491678
Don't make it fun.
Just make it a vehicle for the story.
>>
>>323491864
But for people to be engaged with the story they must be also engaged in the gameplay, arent they?
I mean, aside from narration, how much of a game it would be then?
I dont want another "The Swapper" game, it was boring (and I didnt liked that story also, but still)
>>
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Also, creature designs are welcome.
>>
>>323492179
Narration is for films and books.

You have interaction to serve as the narration.
Does a player want to be told about a certain object or scan it? Take it? Ignore it?
>>
>>323492331
Feels like I'm reading a NES manual.
>>
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Progress from a few weeks ago. Made some updates since then but nothing major.(I've removed the horrible pop up messages)
>>
>>323492404
Yeah, I perfectly know that senpai, just, u know, I understand the ways to implement those things in the video games interactive medium.
But I also want it to be something that u would be proud of from a gameplay standpoint, something with action, strategy and fun.
What do you think about 3 main characters with each having their own arc, that ends up opening one big thing, but they also have their own unique gameplay mechanics? I feel like ill have to abandon this idea, but still wanted to share it with someone.
>>
>>323493052
Change the textbox into floating text that dissapears slowly.
>>
>>323493146
Depends on how you implement it.
I'm a firm believer in focus though.

Have a core theme rather than just things for the sake of it.
>>
>>323493052
Replace the ugly default textboxes anon
>>
>>323493456
Thank you for all
>>
>>323493146
You ever play Live A Live?
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