Any Devs Here making a Game? Post your stuff
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?
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.
It's just an average IWBTG fangame but with cute animu pictures. Around 80% done.
>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)
working on a 3d platformer. do you like the updates ive done to to style? some was based on feedback
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.
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.
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.
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.
>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.
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
Oh shit, another Construct 2 developer? You and the axe dude are the only ones I've ever seen.
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).
Weird, I'll have to check the consuming stamina mid air.
Thanks guys! I appreciate the feedback
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
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
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.
2-4 player fighting game with full match customization.
we are currently trying to figure out what our stage bgs are gonna look like
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.
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
platforms are just place holder. here are some recent passes on what the platforms could look like.
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.
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.
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
>being a slave to a game company
why would you even bother?
> 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.
hoping to have it but i have to find/hire another team member.
>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.
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.
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
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.
The game is utter garbage, but I'm learning.
don't make a 3D game by yourself
it's too late for me but you can still save yourselves
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.
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.
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)
Reposting from agdg, making new UI elements and sounds for them:
Sound version - https://a.pomf.cat/bdfuif.webm
Love eh? Wonder if you could play this on the GCW-Zero. It plays Love games.
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.
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.
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.
just checked and it only took 2 years. just felt like 4
Yes, I have zero knowledge on programming. Thanks for the suggestion!
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!
Pls no bully
Any suggestions? In thinking of making like an rpg but idk
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.
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
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.
No new webm this time since most of the changes I've made are under the hood and not something that's visible.
already have one, but your music is good!
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.
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.
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
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.
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 :|
But does the world really need another 2D platformer
I'm sorry. I tried to not go over 2 polys
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.
I kinda wanna get into making music for vidya, d'you think anyone would want me?
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.
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.
It's not 2016 in the game.
Thanks anon, good advice.
What do you think about this one?
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.
Hey, what's your spriting/animation process? What programs do you use? Really impressive stuff you have here.
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
Thanks man, really appriciate it. I haven't done much electronic music and kinda insecure about it. Might keep it up
We recently kinda shelved the game due to life-stuff but we're still working on it I promise you.
im not the artist. the artist uses photoshop and animates by hand.
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.
You should tell him that some people here think it's very good and he should be proud.
My game has some Blinis as well, you can play it here: http://wabbaboy.itch.io/project-dungeon
>tfw making a game
>tfw have to make a fuckton of assets and it's daunting as hell
At least making particles is fun.
god damn you have no idea. heres what the game was before he came along.
he has been incredibly helpful in every aspect of development. the game would be nothing without him.
Nope! Just toony textures with bumpmaps, skybox lighting, lots of fog, colorful foliage and particle effects.
Ok cool man. Just thought I recognized the trees.
Working on an RPG/RTS hybrid with shit placeholder art.
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.
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.
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.
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.
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.
What other examples are there? If you got really interesting, unique, and smooth looking sprites/animation, you're already a leg up.
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.
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.
>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.
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...
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.
That's my main focus.
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?
I wish. I can create all the art assets I want but I can't program for beans, and my schedule's pretty busy.
>That's my main focus.
You better fucking finish that game or I won't be able to give you my money.
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.
As long as the hentai gods don't decide to kill me off, I'm willing to finish the game.
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.
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.
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.
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.
the binding of isaac guy?
I'll post some other projects
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.
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).
Just like make game.
But seriously, try to copy pong in an android environment, you know, do basic stuff.
My art guy left me for now and I can't really do anything without him. But I was working on a game.
That's not a bad idea, actually. Guess I better start lookin around.
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?
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.
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.
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.
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 work on the not shit fangame that /vp/ was making that splintered off, does that count?
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.
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.
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!
just gonna dump random stuff I guess, some stuff I directly worked on/made, some stuff not
steel gym leader
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.
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!
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.
I'll post more maps then
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.
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!)
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.
Badges (Ice, Steel, Water, Dark, Psychic/Fighting, Fire, Bug, Grass/Ghost)
Also, wiki for the project: http://capx.wikia.com/wiki/CAPX_Wiki
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.
I think most people will enjoy it more for the Nazi girls though.
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
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.
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!
>site is theorized to contain ark of the covenant
holy lel. That's a pretty good island you chose.
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?
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.
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
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.
>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.
That's going to be really handy, thank you!
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!
>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
>>A real time, steppable, and pausable debugging suite with IDs
>>Rotation, opacity, hue and color alteration
>>Inheritance without castings
>Mouse and keyboard I/O aware of presses, releases, and holds
>View and camera systems
>A room system
>Game wide triggerable events, as well as object awareness of bounds
>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
>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.
Why do games with low poly models and good shaders make my dick so hard?
Great work, anon, that looks really great!
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!)
>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.
Working on a town now, because there needed to be one and I'm procrastinating on enemy AI.
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?
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.
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
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.
Old progress. Currently working on another ship type
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?
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.
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.
>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.
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?
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.
Does anyone use Construct 2?
Any tips on collision detection?
gonna continue: some concepts of the game's villianous grunts
>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
>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.