Is anyone making a video game right now?
I'm making a NES inspired platform game. Here's the main character. She's pretty cute, don't you think?
Just messing around with Unity. Nothing too serious at the moment.
I tried messing around with a game engine for fun and seeing if I could make anything decent, but I have never programmed or drawn pixel art before.
Some guy recommended me to try out Construct 2 and I completed the shooter tutorial. I'm thinking about making a simple platformer but can't pixel art for shit.
I don't know who that is or even what that is. I wanted her to be kind of farm girl so to speak which is why she dresses fairly plainly. I guess the biggest inspiration was Malon from the Zelda games.
Pixel art isn't easy. I wanted to try and limit myself so I could make something that was less of a clusterfuck. By using only three colors it really helps me evenly distribute the pixels instead of it just being a colorful mess.
When I started I drew a normal size picture in paint and then I just resized it and fixed the pixels to make her look better. The original picture looked like this.
I originally had her nose a little smaller, but it didn't look right. I think her head being bigger is cute, but that might just be me. It's hard to prioritize space when you've only got a 13x24 area to deal with. I'll see if I can find a compromise though.
>Is anyone making a video game right now?
I'm working on a top-down game where you play as Shovel Knight; the easiest way to describe it is like a cross between NES Legend of Zelda and Bangai-O. I've got the rough mechanics down as far as combat and exploration go, but there's a fair amount of work and polish to go yet - I made the engine in a different language a couple of years ago, so I know what kind of standard to meet and exceed. When I've got the test level tightened up and some better graphics in-game, I'll post a link to the demo build here.
I've made a little progress. Will add more detail to the monster later, please forgive the animation. Its the first one I've done and its done in
This faggot knows exactly what mystery quest is.
When I was emailing the initial game around to journalists and developers, there was a surprising amount of interest from Yacht Club Games. I pitched the idea of one of their characters being playable in their own story as a promotional deal, and one of the tech demos linked in the email was from an obsoleted engine where the player had a short-range melee attack that could counter enemy projectiles tenfold. Given the demos linked and my unknown status as a developer, I'd expected a request to use one of the boss characters like Spectre Knight or Plague or King - but they requested I put Shovel Knight into the game, so that's how it went.
I don't know either of those games I'm afraid, in terms of how it will play its just build your village, use its wealth to kit out adventurers, adventures can clear out either a mine, dungeon, forest etc depending what resources will help the town. (ore, trinkets & ancient wood respectively)
Combats simple, activate class abilities/items before fight, retreat during fight if its too tough. You'll only keep what you can carry from the dungeon. Clear the dungeon and you get a everything, regardless of carry limits.
Take less health potions/throwing spears, more weight to carry loot but you might not survive, etc.
/v/ is my devblog
How odd. One minute ago I was thinking of the exact picture you posted.
Here, take a lioness.
Maybe if I changed her colors she'd look less Undertaleish? I really don't want people to associate me with that. She's based off my puppy.
They'll be covered in armour/robes soon. I'll certainly try for some outfits that cover everything, just for you anon.
Quest system is working, making the quest log UI now. How's it look so far?
Thank you for your kind words.
I will. Thank you.
I might make a steam group or something, but I dont want to generate hype for something that may not go gold in years.
FUCK YOU UP THE PISSHOLE WITH A HOT IRON YOU XENO LOVING SCUM
No, I gave up on making games a long time ago. I'm not going to spend hundreds of hours of my life to make a free game just so some douche can say "he, cool screenshot bro," and no one bothers to actually play the game. Most people on RPG Maker sites only look at screenshots and don't bother to play the game.
Making a game can cost as much time as a part time job, I don't want to do that unless I'm being paid for it.
That bread looks delicious, it seems crunchy and crunchy bread is best bread
Adding the space between the text and the panel definitely feels better, thanks!
I'm going to make players go talk to the quest giver to abandon quests and give them some disappointed dialogue because I'm a dick like that. But really if that ends up being terrible I'll add a button in.
here's a repost
it's not the dog, though
Been wanting to try to make an earthbound-style game for awhile.
I'm teaching myself gamemaker. I finished the protagonist's sprite animations and movement. Gonna work on NPCs and text-box system next.
Going to add the original colors to this.
Stand back ladies and gentlemen
Good question anon. My biggest gripe with platformers is that too many of them don't try and have any interesting mechanics. If you can't fuck around with the game nobody is going to want to play it.
That being said, I've been really struggling to come up with a fun mechanic. If I can't reach that milestone then I might as well give up. I really like the game Gimmick for the NES because it challenges the player to really perfect the abilities it gives you in order to proceed in the game, but once you do perfect them you can basically explore everything.
Another game I've always loved is Super Mario Bros. 2 due to its non-linear layout. You enter buildings, pick up keys to open doors. It's not exactly an exploration platformer like Metroid or something, but it makes the levels more fun imo.
What makes a character design good?
I've been thinking of making a small and simple 2D game sometime, not too sure where to start though.
I kinda get you anon. I want to try to make a cool mechanic too but I just feel as if I should understand the basics first and learn how to code and draw. It kinda gets annoying but I hope that it'll payoff in the end.
I kinda wonder what makes a mechanic interesting to players though. I've played tons of games and yet I can't figure out myself.
I like the blue one
Also yeah I'm making things. Took a small break today to
fuck a girl
Well look at the original Super Mario Bros. By adding momentum and rudimentary physics to the jumping controls they completely changed how video games feel to play. The idea was that people will want to play just because it's fun to control Mario, to run around and jump on things.
But just having physics isn't enough anymore, so you gotta have some kind of unique gimmick to go along with it. The problem is it's hard to create something that hasn't been done before in a platformer. How many ways can you make a 2d platformer anyway before the concept just grows stale.
I think my game will be less about platforming and more about how to actually navigate obstacles without ever jumping. So there will be a lot of puzzle solving involved over straight up action.
The colors aren't the issue.
It's an animal head on a human body with a dress that's causing people to say it's Undertale.
Now Undertale sure as hell didn't invent this shit, but it's the current hip meme game on the market and people will think you're trying to capitalize on its success.
It's a shame because what you have as a sprite is actually pretty good. It's pretty easy to distinguish all of the features on it. Any adjustments would seem like a waste.
Trial and error
Maybe try to use a color combo not commonly used in media aimed towards the demographic for a main character, that's what Pokemon did with Pikachu, at the time yellow was uncommon with Winnie The Pooh being the only other well-known children's mascot that was primarily yellow
>TFW you want /v/ to make lewds of your character
FemStrider or whatever the final name is will be a tag on all the Boorus. Mark my words.
Was working on a few simple RPG Maker games.
>Story based game where a Dude could control sound as a weapon, and kicked wizard asses
>Side-scroller where an Angry King beats the fuck out of his subjects on a whim
>Comedy story where a dude becomes a Werewolf, and has to eat 1000 living creatures to return to being human. Also gains abilities and powers from eating enough of one thing (like regeneration abilities from slimes)
Had some good stuff going, but I lost it all. Crashed hard drive and all that. Now, I know RPG maker is the lazy man's tool, and I wanted to make a platformer. A while back, Sorcerland was a big thing on /v/ for a short while, and that's the kind of game I want to make. I just don't know coding, and every time I try to learn it, I just can't comprehend it.
What's a good way for me to start up like that? Pixel art and story I can handle, just coding and tools.
I AM single.
Yeah people keep telling me that. It's not going to be anything like Lisa besides being side-scrolling but oh well, there's worse games to be compared to.
I do appreciate your kind words anon. I did originally try to have the bow on the stomach like >>323594474 suggested, but using 3 colors makes it kind of tricky since there's too many colors that run into each other.
On the original sprite for Mario in Super Mario Bros. the design choice of giving him overalls was made clearly to separate the arms to make his animations easier to visualize. I don't want her to become a jumbled mess, which is why I went with such a simple design.
Look up some color theory stuff for getting good pallet colors. Analogous, triadic, tetradic, etc. Similar colors work best on a single character, where as complimentary or contrasting colors work best in backgrounds (i.e. a golden sunset sky over a sapphire blue ocean)
Been workin' on a jerpeegee about a disgruntled wageslave dad in modern America with the intent of going into Falling Down kind of territories.
I wanted to add a supernatural twist/element to it though but I can't really decide on what.
>genuinely want to see the game happen with ideas from last thread
>don't know shit about making a game
Hold me, /v/
I say keep it as is, just use some of the alternate color schemes suggested.
The green one here looks lovely for example >>323593706
Just draw what you enjoy. If you spend too much time revising something so it doesn't look like everything else you'll just end up with watered down crap.
EVERYTHING about Mario's design was to make shit easy to draw.
The overalls so you could see the arms better, the moustache so you could see his nose better, the hat to avoid having to animate hair, etc.
>tfw just want to make a 2d platformer/hack and slash with rewarding combat but just started
Are there any tutorials or guides on Construct 2 for people with no prior experience? Besides the shooter and platformer tutorial.
I had this little idea of making a simple RPG-Maker type game where you play a slutty Elf who wants to get ravaged, inspired by that Japanese webcomic.
But then I realized I can't into art so I dropped it.
>with the intent of going into Falling Down kind of territories.
Falling Down would already work as a videogame. Dude powers up every time he loses his shit. Why hasn't anyone done this?
Can't a sprite use 4 colors on the NES?
No, one of the colors is transparency.
And I mean, I could always do what they did with Mega Man and just have one sprite tile use a different palette, but I'm just starting here and I don't want to over-complicate things.
You have a maximum of 3 colors + 1 color for transparency
Some games got around this by overlaying another sprite on top of another. Mega Man is the best example of this. His face is a different sprite.
I am but I don't really know what I am going to do about the art. I can't draw and I have a vague idea of what I want the main character to be but I don't know anything about designing characters. Everything will have to be rectangles for a long time until I bother learning I suppose. Really doesn't help that all this vidya came/is coming out and I want to play everything.
m8, if you don't want it to resemble undertale you're gonna have to change the entire design. People keep saying to change the dress, but it's mostly the face that's the problem. Toriel was a female white goat/dog hybrid with a simple dress. Yours looks very similar excluding the horns. I know undertale's wasn't the most original but if you want to be disparate you have to redo almost all of it.
Isn't there also a thing where each screen can only have like a certain type of colors on it and shit like that?
So you cant for example have every palette color on screen at the same time.
I'm making a 2D platform engine in C++ and using it to make a game. It's to the point where I can almost start making games with it. Needs a map format. I didn't want to pay for a license to an existing engine or deal with their ugly brands all over my work.
Don't waste time learning "how to program." Just pick an engine and muck about with it. Read how to do the things you want to do, one step at a time, and learn it organically. You'll come to understand it either way.
Keep doing rectangles, pitch it to an artist and have a clear list of assets you need completed.
Never bring an artist on board early in development unless you know for a fact that they can produce work and willing to stick around. Otherwise, they'll just flake like the stupid fuckers they are.
I kinda want to do a game, probably just some RPG Maker thing, I have the plot and I guess I can do the graphics myself, but I just can't do much about it because I feel like I lack motivation most of the time.
How do you people motivate yourselves to work on your games?
That's what happens when too many people praise your work without actually giving good criticism. /v/ can be a little abrasive at times but it at least keeps you modest about your work.
>huge inflated egos
That's not the only thing that's huge and inflated
I'm never moving to reddit. That place is a nightmare to navigate.
But on the other hand, you can't really stay on /v/ either. If your game manages to actually take off, you'll get shit posted by people saying your game sucks and you suck.
If your game doesn't take off, you'll get called a shill and that your game still sucks and you suck.
The middle ground just leaves your game completely unforgotten.
Obviously, no one should be in it for the fame, but I'm sure a developer would love to talk about their game with other people without getting called a faggot every other reply.
It helps to actually enjoy what you're doing. My end goal is to make a game out of my engine, but i have lots of things that make the "journey" fun.
Right now its learning what goes into making an engine of my own. Implementing an entity-component system was really interesting. Now I'm getting closer to the stage of a game starting to take it's first steps. I'm going to keep older builds to see how things change later.
Gotta find your own way, though.
It's because of the fact that this site will give you the most criticism out of any of the sites, good devs still listen or they can be shit like Notch and stop actually developing the game so they can listen only to people sucking his cock
To be fair, you have to look at it this way as well:
Most of these dudes are amateur gamedevs or hobbyist gamedevs.
Part of both of those titles are that its still all part of the learning process.
Not just learning code or art, but experimenting, trying new things and optimizing code, all knowledge that will eventually be better applied in future projects.
For a lot of people here I don't really think the goal was ever to finish a game, even if they tell themselves that it is.
I kind of have to agree. My goal is still to make a game, but I've picked up more good optimization and memory management habits with this endeavor than before. It can definitely be carried forward.
I'm in the middle of fucking nowhere right now so have a pic from my phone
Ok this is a bit silly, but the vague idea I have for the story is that the MC is going to investigate this region of the world that one day was covered in some kind of fog and anyone who goes in there never returns. He's supposed to be a kind of battlemage, good with some sword combat and uses some magic for utility (imagine Ys in this regard). He'd have Ice [only way to block and does some other things], Lightning [Mostly for moving quickly], Fire magic [Strong damaging attacks].
When he enters the region he encounters a really strong otherworldly looking monster but he barely manages to defeat it (so the first fight would be a boss, basically). The monster explodes into a pile of mist and covers the MC. He ends up passing out and gets rescued by someone. When he wakes up
he's turned into a small person cat-like creature, something along the lines of a Doram from RO. Now he can't really use his sword as it is too heavy or something and the catalyst he used for his spells doesn't exactly fit him anymore (it was a glove with some runes on it) so he has to make a new one. Later on he gets a new sword or something but he uses his claws as the main weapon in the meantime.His main color would be blue.
Gameplay is action with some exploring and you can switch between weapons/magic on the fly.
You'll probably finish your game before I even begin to make something that resembles line of code so go for it
Definitely a huge starting point. I was trying to find ways of keeping her arms in interesting positions though. She definitely runs like a girl so to speak.
It's hard to know exactly what to do with the feet though. I made them a lot smaller to accommodate her smaller stature.
I'm trying to make an xcom clone of sorts, in a different setting but same idea, tactical turn based squad gameplay interplayed with a strategy layer of managing different bases and missions while upgrading your equipment, should I build it top down with simple pixel graphics or 3D models? 3D models seem a lot more difficult or at least time consuming
I've never worked with NES but if I remember correctly you can only have so many colors on a single line. You can have a lot of colors on screen if you work around the limitations and place the properly.
Poorly drawn tree is not for that
>can't code for shit
>only people who want to hire me are porn game trainers
kill me please
I intend to go back to at least one of the projects I've abandoned in the past, because I really liked the concept, but I've still got a lot of things I want to learn to use and use better, that I can't really apply to said abandoned project right now.
People shouldn't give others so much crap because they don't finish a gamedev project, if that person is at least putting their effort into other projects as well for the sake of expanding their abilities.
I mean if the guy just stops working period and gives up then yeah by all means shit down that niggas throat.
>tfw you're gonna be an ideas guy forever
>can't draw for shit
>no one wants to play my blocky cube shit games
I'm making a fighting game with my friends
Here's the roster. Locked characters are blacked out, cause secrets.
Last time I posted this, Anons loved Lil-Wang. Let's see what you guys like.
So are "Post characters you've made/garflondo" threads the new spammed thread of 2016?
I'm not complaining. This shit was all over /co/ but no one ever posts that often
Made this Wheelchair Bird for you /v/, hope you enjoy it
Thanks, he's the original character. It started with him, grew to over 16 characters (there's some not pictured)
His hairstyle and shirt was inspired by Mother 3's Lucas. His name comes from the name I'm going to name my son.
Holy shit I'm the same
I'm not a furry at all but I hate human characters in anything that isn't a real life world, unless they have something special about them, or just like inhuman
>Want to design a game with an animal mascot/player
>The thought of disgusting people sexualizing my character makes me feel sick
>Don't want a generic human protagonist since it's too simple
I want the era of cute mascots back, and I want the era of furfags to be gone. Can we start this already?
I made this for a "draw a horror game enemy" thread some time ago but never got to post it.
It's a demon dog with a laser.
Wait, how? Oh god please no
As much as tumblr would give me free promotion, I don't want to be associated with Steven Universe
Also, have an old idle sprite for Lucas. The colors are outdated, but his animation is the same.
>I want the era of cute mascots back, and I want the era of furfags to be gone.
The era of furfags has always been there, you just didn't know about it because the internet was less mainstream.
Avoiding a design because you're afraid of what a niche fetish side of the community will do with it is ridiculous.
People sexualize anything.
Lil-Wang and Maple-Leaf is the OTP for my game >>323602058, and in canon they both have love interests. Funnily enough, their IRL inspirations have one of those "pretend to be gay" bromances. But it's one way. Maple-Leaf pretends to be gay for Lil-Wang.
It's... kind of awkward...
People sexualized both the cactus and the cripple from last thread
not that I'm complaining, I was looking foward to bothand there wasn't much backlash.
Just ignore it if it bothers you. Or be a cool dude and approve it.
The face, the hair. Red shirt, blue jeans. Cartoony, poorly proportioned blobbishness. I could see that being a design for an episode where he gets buff.
It's not supposed to be an insult or anything, just something I noticed.
I'm making a game where you play as a shapeshifter and can possess people and objects.
I have an idea for an action rpg, that involves traveling to different dimensions, and exploring planets.
It would have roleplaying elements that would be similar to traditional rpgs, while having modern elements thrown in. However, I'm in a rut.
My biggest problem with the game is whether, or not I want to make the game 3D, or 2D. 2D would be easier to make, but I would be limited. (Also, I can't draw for shit)
3D, however, would give me more freedom, and it would show off the scale of the world better, but it would be more taxing, and more difficult to program. (The fact that I'm using a low-end laptop doesn't help.)
help me out /v/. Which one would be better?
Ah. Explain the knees? Now that it's been mentioned, it's worrying me
2D if you think you can't do it in 3D.
Also, isn't 3D modelling harder than drawing ? (in both case you could always use open ressources/ask people to work with you)
Finally, do you have a SPECIFIC idea of something you want to do with 3D that you can't with 2D ?
This. The back of the knee bends inwards a bit too much.
The perspective on his shoulders and torso is also off, he's facing right but the line overlap on his arms suggests he's facing left.
On his right arm, the arm should be drawn over his torso and it should be the other way around on his left.
Coding is literally the easiest thing to learn. especially depending on the language, or whatever engine you plan to use for your game.
If it's good enough everything you make will get rule 34. Don't be a gigantic crybaby about it because you can't take that people want to fuck everything, it's human nature. It's not even anything new either. furry porns been done since before the creation of the internet.
How do you guys do your sprite work?
I'm having issues making animals, but I can draw them just fine. I was planing on scanning and tracing over my sketches, since that's a cheap way to do it, but is there an easier way to transition them from paper to screen?
I wanna make a cinematic platformer like flashback oddworld and out of this world but instead of guns you have glowsticks(for dark areas and checking out pits), a grappling hook(for swinging, climbing, and grabbing items), and the ability to call out to people.
I can't get the lighting to work, the bouncing to have decent gravity, or figure out how to do a rotoscoped grappling hook that doesn't require a mouse. I'm screwed
I'm making an RPG in
RPG Maker. I don't have much story for it yet. It has alternate universes in it, and the game randomly picks a number at the beginning, and things will change depending on the number.
Here's a sprite I made recently for one of the main characters on the right, compared to the shitty overworld sprite on the left. I'm pretty happy with how it turned out.
The reason I want the game to be 3D is because ship combat is better in a 3D environment. 2D ship combat would have to be a rip-off of FTL to fit the role-playing theme, as I don't want it to feel like a space shooter.
Not only, that, but the game focuses heavily on creation, and customization. It's not impossible to do in Game Maker, but I would bet that it would be a lot more tedious.
Also, I don't want to have to rely on others, if I can, because I don't have much of a budget.
What would be the best engine/program for a top-down 2.5D adventure game?
I think these threads exist on /v/ partially because I sort started one the other night.
I'm glad you think so anon.
You have my attention.
I feel like I'm using a little bit too many colors to get a GBC sprite look.
Wait did you really make this?
If so, the sex scenes really could be better. I mean come on, you gave the dog guy a dog dick, but the horse guy a human dick, and the dog guy doesn't even knot it.
You're using a bit too many pixels too. That would take up more than half the screen of a GBC.
It looks a lot more like a 16-bit Windows sprite
which is awesome because that style is criminally underused
He truly has potential for starring in a great vidya. The ideas are rough yet interesting, the lovable duo that would feature, the cuteness, and all the
I wish it could be a game.
It's not a bad approach. You get interesting working gameplay to show off and show art guys that you actually have a product that's working and ready.
I'm actually taking the opposite approach where I'm using Construct 2 to make a tech demo for my game and then pitch it to programmers.
Yeah, that's what I had in mind. There are a lot of indie dev meetups around me so I'm planning on taking it to those once it's presentable as a game and seeing where that takes me.
>I'm actually taking the opposite approach where I'm using Construct 2 to make a tech demo for my game and then pitch it to programmers.
I'd honestly rather code someone's else's vision into reality than do my own thing. What's your pitch?
Well, I'm just the art (and writing) guy for my game, but I consider it development!
So, keep up the good work!
Gone Home but in Nazi Germany. You play as a child who returns to his family's old house. You were orphaned and your goal is to find out as much about them as you can. Soon after you arrive Nazis show up and you have to sneak around finding more info. If you can find it there is a note or two left by the family before they left telling the location of a gun in the house to defend yourself with. It then briefly becomes an FPS and if you kill the Nazis you run off and escape.
Thanks mang, it's for my Fight Game
Here's a WIP stage for the final boss
>can't code for shit
>get shit to barely work horribly unoptimized
>have to ask someone relatively competent for help on specific things sometimes
>they see my code
>their face when
Okay, I'll try that! But, if it helps, that image was at 50% size.
Here's its actual size, with the timer numbers and other stuff
I have tons of ideas of intricate ideas for a game, down to the plot, boss ideas, move sets and gameplay, but I literally have no talents outside of making music. There was an anon who was interested in my idea when I shared it that could code and do art, but I don't just want to be a shitty ideas guy. I want to have a working prototype of the game engine before I ever show it to anyone. What would be the best engine for a dumbass to rig up a
beat em upstyled game, unity or game maker?
You'll literally never get better at it if you don't start somewhere. I guarantee you that plenty of people started off absolutely shit tier in their respective talent and built the talent for themselves.
you mostly hack computers
you buy hardware to upgrade your pc, you can sell them too at 75% of the price if it's new
you visit shady BBSes to accept all kinds of jobs like fraud, forgeries, sell data, wipe out data, kill peeps
you can join either of the two main factions to decide the fate of the internet: whether it's secure or free, or join smaller factions with lower stakes but also lower salaries
>I'm making a NES inspired platform game.
>She's pretty cute, don't you think?
Bahahahaha. Another talentless indie dev pandering to people who don't even buy games.
Sorry, I uploaded the wrong webm twice and I was like fuck it.
Anyway here's the one I meant to upload.
Just do you. I think making a game based on your dog is the most adorable and American thing ever. Keep on making your game about your best friend.
If you did want it less Undertale, just make her a regular dog with a bow.
level select mock up I did just to feel out how it should play out from character select
Shit, this is really nice. I'd offer to code for you but I'm not really familiar with doing platformer physics from scratch and I don't want to work with you a bunch and end up with something weaker than this.
Especially for something you threw together as a placeholder demo, this feels tight as hell.
That's awesome. I could definitely use more alien designs.
Reminds me of that thread of that guy who dumped drawings of a video game he thought of when he was young then a bunch of drawfags came and drew them better.
I think it was called "Let's go to the Core"
>Artist and writer
>Want to make a game based on a comic I'm also working on.
>Don't know or have a lot of time for programming.
>Game would work well as a short JRPG type thing.
>Don't want to make a lazy RPG maker game.
>Hate making tilesets because of RPG Maker VCa's irritating autotile crap.
So what I'm thinking of is doing the backgrounds in Photoshop and then cutting out the "top" layer parts and making them overlay tile sets (the B type). I could rustle up the basic building blocks for the tiles (like the front of the house etc here) and then add unique parts here and there to make them look interesting. Then adding in shadows and such.
My only issue is, that if I'm going to go through all this effort, should I just try and do something in Gamemaker? Even if I make the graphics unique it'll still just be an RPG Maker game and limited by that engine.
Also, these 5 are civilians. You can talk to them and stuff.
for 3D game development? game will be a mixed hack n slash RPG with visual novel style cutscenes and smut, possibly animated smut when my animator buddy finishes his final exams.
I've made successful (as in, successful for me and my friends, not like undertale tier shit that's on steam) 2D games in the past and wish to make a jump to 3D.
Does ripping League of Legends models and putting them in Second Life count as making a video game?
Noted. It's the one thing there I was lazy one and just threw up a repeating texture I knocked up. I think it needs to be solid and have an actual uniqueness to it.
I was testing out using masks and such to do terrain painting in a similar way you'd do it in a 3D terrain engine.
Part of me was thinking, there's a load of indie games out there with pixel art style, but very few that make the leap to 3D, even low poly with sprites (think Vandal Hearts or Grandia).
I also know a fair bit about 3D, do you think if I was to make a concept these pixelly textures would translate well? Or would people just think it was some sort of Minecraft rip off?
I like the top-right one.
Not sure what to do with the bottom one. Like, how does that thing move?
Top-left looks like a pre-evolved Zot. Maybe I can do sometihng with it.
Thanks anway. I might not copy them directly, but I can always use them for inspiration. Especially top right. You wanna name it?
don't underestimate the value of good pixel art, or just good art in general. 95% of pixel art indie games have some lazy low-fi style. Your pixel art looks like it has the potential to be better than that. The house and character look good and your color selection is really nice, the rest of the scene just looks muddy. Personally I don't think 2d on 3d looks that great and it's probably going to be harder to program but if that's what you want to do then whatever
I drew this character when I was bored, i feel like he needs to be in a video game, an NPC with a tragic story of love and loss
my character would crack your walnut head in an instant because he's the strongest
This annoys me. Toriel and the members of her race are basically human sized mimigas from cave story. When I first saw her I was like, this is a total rip off of cave story. The kid is even more a mimiga ripoff.
TIL, if it's old enough, you can rip if off and people will relate everything that comes after to your game instead.
I want to make a graphical roguelike but don't have the patience to learn GM and am too dumb to learn the required math.
I redesigned a character from said hypothetical graphical roguelike after people said some things in a thread yesterday. She's almost there.
Yes. That's all you need.
I mean I recommend you get a better text-editor, made for coding, but it's to show that anyone can do what he did, and you don't need to install anything for it.
It's pretty easy to break and get stuck on a specific state. You should be able to maintain momentum based on how what you jump out of (ceiling crawl is faster than walking and sliding, sliding is faster than walking).
Slopes break hangs. Gotta fix that.
>tfw you've had an idea for a hack and slash/platformer with dinosaurs for about two years now
>Been making character designs and music for it non stop
>Even took up watercolors so that I can make concepts for stage concepts
>But can't into programming
I have no idea how to make the shading in the face. It looks terrible when I try to add some shade to it but it also looks bad like this.
Here's a boss for a shitty rpgmaker game im making
I'm actually prone to agree, scrolled through the thread to quote these after seeing the first webm. The shaking bodies thing really struck me as unique, I could see it looking shitty if the monster did the same but I like the way it looks. When you get some kind of playable build up post it when you can. I'd definitely play that shit.
I'm doing it in my spare time. Not terribly long in terms of man-hours. I didn't work on it during the holidays either. Pic related is an earlier screenshot.
Also I'm doing it in Visual Studio because I'm stupid and insane. I've not really used anything specific to VC++ so I might just start building with gcc. Might be better.
>I'm making a NES inspired platform game.
fucking make a open world 3d RPG. I haven't played a good open-world sandbox RPG since FNV came out in 2011
Several times now I've started to make a game only to lose willpower halfway through and abandon it
Here's a sprite from one of my many abandoned projects.
>shitty bootleg memes
>wanting to read your video games
They're called video games, not reading games.
>think up idea
>make random sprite
>give up either because I no longer care or have no idea how to make a game or do all the art assets
It just sucks because I've wasted so much time into making a game only to lose ALL motivation halfway through.
I'm talking dozens of hours of (albeit shitty) programming and drawing, and then just when I'm halfway through BOOM, it's not fun anymore, it's a chore, and I always quit. It makes me not even want to try anymore to be honest.
Hiring someone to slap my ass and tell me to get to work on a daily basis. Applicant must be able to deal with slapping occasionally nude butts and belittling another individual until they are sufficiently motivated. Also occasionally telling me I did a good job after a hard day's work and petting my head.
damn at least you put in effort in the first place, I wanna be a game designer and I can't force myself to learn a language if my life depended on it
Not exactly a game, but I'm making a VN. It involves time-travel, fantasy versions of our world, ruling a kingdom, political intrigue, war, necromancy, death, tragedies and, of course, romance. The only thing that's stopping me is that I can't find a decent artist willing to work for free, so unless I can find someone like that, it's gonna be on hold.
I've also thought of implementing some territorial conquest gameplay, sort of like Crusader Kings meets Fire Emblem, but that's only if this project ever takes off.
Don't know what I'm looking at, but if that's a slow motion 3D Hotline Miami (or just a dude shooting guns in an enclosed space for the hell of it), that's pretty cool to watch
I think it would shock you to know I wasn't even thinking of Undertale when I designed her, but you probably wouldn't believe it anyway.
In any case based on everyone's reactions I'll probably end up changing her entire design. It took a long time to create a design that best worked within the limited palette, but I suppose now I'm going to start over from scratch.
>decent artist willing to work for free
Literally, give up now. Unless you're willing to pay them, there is no artist that will bust their ass to create assets for an entire game.
Your best bet is to learn to draw yourself or pay the artist per piece as you need it.
>muh demons so not furry character
I don't like it
Regular girl with a normal face traversing dungeons and dark places with nothing but her pocket contents and treasures beneath seems more interesting at a glance
>but I suppose now I'm going to start over from scratch.
Make what you enjoy making. Make the character you want to make. If you want a simple fix to make her different, change her skin color, maybe to something darker. Undertale's characters, just like most limited pixel characters look very simplistic, so many other simple pixel characters might look very similar because of the limitations to the style. Changing her ears a bit would help too. If you made a portrait for her with more pixels to show that she isn't actually like Toriel, I think it would fix the problem. What's important is that it needs to be the character you want it to be and not the one someone else wants.
Probably because the field of view default is too high and you're not constrained to an up/down axis.
It'd probably help if I had a proper skybox and a real fov slider instead of just two keys to press. Next Time.™
can we have a idea thread so i can steal one of it and create a game from it?
webm is me trying out unity.
turned out it's pretty good.
Din't even require 50 line of codes for it.
I really like your idea though, and I'm interested in designing a 3D game in unity also, but with a different camera angle. When did you start to dev, and how hard was it to get to the point you're at? If you don't mind me asking. I haven't started getting into Unity much yet, but I'm about to. Just wondering what I'm getting into with creating a simple 3D game. Will I need to code intense maths and problem solving?
You could just spend a couple years learning art instead of pretending anyone remembers the nes fondly unless they had it at the age of 5 where they're most impressionable.
I started when I was still in like middle school with Flash 5 of all things but didn't really get started properly around 2011, and Unity in 2013.
You don't really need to know too much math, depending on what you do. For the most part you shouldn't be touching things directly and just be using the functions given to you, it helps keeps thing cleaner.
For trickier movement it helps to know a bit of math (specifically vector math and basic physics) but it never really gets to be too advanced if you're just making videogames and not rendering engines. Khan is probably good if you run into trouble. Certain bits of math are useful here and there (using some trig for a fancy effect with sin waves, or using an exponential formula for levelling) but for the most part you're just dealing with logic.
In some senses 3D actually ends up being easier than 2D since you've got a "real" camera that you can move around rather than having to fake it with shifting sprites around.
Also (specifically for unity) don't be afraid to learn editor scripting, it's the most powerful feature unity has.
The most important thing is just to keep at it since things get easier the more you go. You'll constantly notice that you were retarded just a couple of weeks ago.
Also do small things since it's easier to fuck those up and learn how to structure things.