How's that game development going, anon?
Show us your concepts, code, or better yet screenshots and webms of your game and get buttblasted when people criticise it.
Say, what would be the easiest way to make one of those brothel management games? Is there a software that allows you to 'program' using a more visual interface?
I want to make a harem simulator where you can
I think I will design more levels soon, so people can create more stuff in the game.
This is kind of a weird retarded question but where the fuck does the Game Maker exe go when installed? It's not in the start menu folder and I can't find it with Windows search. i can only open the program by loading a .gmz file
This has looked pretty cool so far, but can you tell us something about the long-term gameplay?
Essentially any visual tool will do. You will still have to write code, especially for a management game where you will have to evaluate stats and shit like that. You can't hope to get away with it visually only.
No because I haven't really thought about that yet. You fly around in space and complete quests. I need to find a way to keep it interesting and not have it turn into Fetch Quest Simulator.
Something like this?
>creating neat web platform for games
>already have wireframe down
>shit at actual design work (ie logo design, color palettes, etc) and dont want to hire others for the time being
life is never ending pain
Hey guy's I'm making a fighting game for PC, what do you think of this fresh character design concept art???
>Poor var names
>critical boolean set before rest of statement has succesfully complete
But the worst sin is
>braces not at the end of statements
>implying this isn't nitpicking
There's technically nothing stopping you from doing so.
JS has been repurposed enough from Web presentation scripting to "whatever the fuck you can shoehorn it into"
Just because it's not in an exe and you could easily fuck with vars, scripts, functions etc. doesn't mean you couldn't.
It's also a weakly typed piece of fucking shit
I dunno where to go from here. I am mostly just doing it to learn Unity.
If there is no visibility it's default. I usually don't bother with default or protected stuff, but the logic methods that Unity uses need all to be default.
Actually, unless you don't plan to come back to a project, you definitely do. I often go through my own code and have to try to understand it all just because I'm a retard and don't comment.
>just doing it to learn Unity
But it looks amazing.
You should absolutely comment code all the fucking time. Not every line or every little thing, but you will NOT remember what line 2004 does if you return to project in a couple of months time for fixes or what have you.
I've gotten into a habit of assuming all of my code will be read by a retard so that helps me remember what I did.
Yeah, I know its bad practice, because the bobbing would get sickening to look at. It looks cool to me, but it will get old.
Nope! Not alpha, sorry.
moreso due to the run cycle. If it actually does follow a standard humanoid run cycle, you should make the camera have more damping
I based on this aesthetic. The sun is based on an image I saw which probably took an idea from GUNSHIP. Thank you for pointing that out though.
Thanks for your pre-pre-order!
I'm afraid I don't. I'm even worse in music than I am in art.
Literally started less than an hour ago. Only thing I've done is a character portrait. Is it shit?
I'll keep that in mind, I guess I already had replaced the camera though.
It looks like a Reaverbot from Megaman Legends.
I gave up on making RPG Maker games. Making games is a HUGE time sink, it can cost as much time as a part time job. I'm not going to spend all that time making a game just so some douche can say "hey, cool screenshot bro," because most people on these game dev sites just look at screenshots and don't bother to play the game.
If I'm going to spend the hundreds of hours on making a game, I'd want to be paid for it.
>tfw i will never EVER learn how to code because of how lazy i am
>tfw i'm purely an idea guy and can actually whip up a decent soundtrack on your own
>tfw i have all of these cool concepts/gameplay/and story elements in my head for years and will never be able to see them come to life
recently designed a boss monster for something, how'd i do? is he spooky?
only if you're a fucking pleb.
Loose typing is inefficient if you need to worry about memory and performance optimization. Not to mention you won't always notice if you are jumbling types or dont' want zeros if something is empty.
>If you are just an idea guy, all you need to do is team up with a Programer guy who has no ideas :^)
I have ran into a few but they're all working on "Their own game" at the moment.
another pic, better view on his face
all my friends tell me my monster designs look like dicks
i guess im ok with that
Programmers != idea guys
In fact, that's most peoples problem. They think they are one and the same. You see a lot of these threads posting visuals etc on engines created by other people.
Carmack & Romero is effectively programmer + idea guy. They should never be the same person.
What's funny is that i'm fully aware of limitations. I'm not THAT idea guy that just says stupid shit like "I WANT A GAME WHERE YOU CAN FLY ALL OVER THE UNIVERSE AND ENTER EVERY BUILDING". I think i would pair rather well with a good programmer.
Working on AI and pathfinding for the third time, i think i'm finally happy with the way its going.
Finally confident enough to build my own state machine and pathfinding system.
After taking some advice from Anons in a previous thread, I decided I needed to up my game and improve my artwork. I had always know I'd have to do it anyway, seeing as I'm a programmer by trade, but after some helpful criticisms I felt that now was the right time.
Here's a before/after from my game's playable character. (Or after/before, as the image is the wrong way round).
In the game he has a Jetpack, but seeing as it's a separate object I haven't got round to updating it yet.
I'll post an animation in a minute.
Once again, criticisms and comments are always welcome!
Thanks. I don't know, for some reason I'm really insecure about my drawing/ pixel art.
That's funny, an earlier design had a mouth that looked similar to that but then I scrapped it to make him look even less humanoid.
>Do it on rocket launch
The problem with this is that I want the "map" always to be straight.
Meaning that going upwards is always going north instead of east.
So if I were to rotate with the ship and then back, it would look really weird.
I'll try it out anyway, for you guys.
And here's one of my reworked animations. Again, Jetpack is missing from this image, but this is supposed to be "Flying".
And here is the old version for comparison:
Completely custom engine > sfml or something GLUT-like, in addition to your own engine, including fbx conversion > unreal engine\frostbite\cryengine > unity > gamemaker/construct > rpg maker
My coder and I decided we just couldn't work together, so now I'm just making random free art for people to use.
I'd like to get back to making a game, but I might just learn to code something basic myself.
Not to be that guy, but strawmanning is hardly helping the argument RPG Maker and Game Maker are the dreamweavers of the vidya dev world. WYSIWYG editors if for plebs, and if you ever want to make a protfolio to get into game-art/dev/pub/design they won't help but be a hinderence.
No one has ever asked to see more of the website I made in dreamweaver when I was 14, nor have I asked to see the shitty flash animation people have on their CVs
I keep starting and stopping.
One of my big issues is I know how to code, but without art it always looks like "Blocks the game" which is insanely deterring. I always feel like I'm not making progress because I can't see it besides my debug systems to verify code is doing as it should.
Been working on and off on a D&D game. Less "Inspired by D&D mechanics" and more "Tons of different way to interact with objects that isn't really scripted" It would be cool to have a generated locked door thats made of wood that I can smash or burn cuz its wooden, but the sound/smoke may alert monsters/enemies from so far away. A player interacting with the world isn't that hard, but I haven't yet found a way to write a meaningful AI to do alot of dynamic behavior.
Haha, thanks! I really should just mirror the image. I was being lazy though and just screencapped direct from Pyxel Edit (Software I'm using) rather than exporting them properly.
actually got around to starting this thing
buddy cops + portraits
changed tooth cop's attire around this time
there's plenty wrong with them. But you can still make somewhat decent games with gamemaker. But lol, defending RPG maker as if you can make a decent commercial game with it. At that point you'd already have people hired to use/make something immeasurably better.
Do you think the creator of dwarf fortress gave a shit about art or thought gameplay > plebery.
Could always create a shit game but be able to expose enough APIs to be able to build a 2D game out of informat provided.
Always start small.
that's really fluid, good work
yeah. it starts off looking like a normal person, then his big extendo-neck shoots out of his mouth and all the tentacles and shit burst out of its main torso, and im hoping to surprise players.
I like dwarf fort, but only with mods that let me actually understand wtf is going on. D&D is great cuz its a "semi complex" game but really is simple in the way its played because the ref just moderates shit to make it work. Making that digital ref is hard, and AI. But yeah, thats why I use blocks and really bright colors to represent shit.
if it's any comfort, they're goofs and mostly incompetent at being cops.
i also kind of take that as a compliment, i try to make things a subtle kinda creepy but nothing in your face.
This is what it looks like. I personally think it's shit
I think the resolution that the two in-game guys at suits your art style quite well, but when you enlarge them into the "higher res" versions, the jaggies make it look a little rough.
I do quite like the borderless one though. That could be an interesting choice to go with. IMO, it looks the best of all of them because it feels as though it has it's own "style".
fucking around with shaders, i think i did something wrong
it's an older sprite, but it's definitely something i still like to look back on, considering i'm not the best at spriting to begin with. i'll likely use it as his in-battle sprite.
Ahh, that's cool. It was long and complicated. I wanted a 'simple' game and he wanted a sprawling, procedurally generated world with an AI driven ecosystem... all before he'd really coded the simple part. Couldn't win.
Another issue I have with my "game" is that with D&D, you just say " i wanna do this this and this" but that becomes insanely complicated when you realize your player only has a keyboard or controller. Typing means i have to parse and accurately deduce what bad spellers/retard grammars are saying. I could do a expanding menu BUT then its slow and weildy. Without VR, I dunno if this will really be feasible as a game.
ty anon :D
They're in, working fine save for one tiny bug that makes the breech of break open shotguns spin when you go to the modification bench. It's bredy funny, really.
Working on automatically generating navigation maps for enemies because I'm too lazy to build them all by hand. It's going.
>How's that game development going, anon?
Now that I have most of my mechanisms working I need to add content. I've been forcing myself to learn 3D modeling but I feel like I'm burning out myself doing something I initially hate with a passion to begin with.
The simple thing or the ambitious one? Because plan something basic first! You can ALWAYS add more.
I have a Patreon page which I update twice a month with some new creatures/assets/whatever. So yes, they are free to use for everyone, but there is a tip jar if people feel inclined to help me out.
>all these positive comments about early concepts or gameplay
T-This isn't the /v/ I know !
I felt having a devlog was somehow demotivating. I'm trying out posting it in these kind of threads, and I like it so far.
I will probably make a devlog eventually, but till then just check out these threads and I might have something new.
any of you dudes working on a first person 3d game?
I don't have any experience programming but i'm going to learn. I want to make a Deus Exish title set in early 90s new mexico with fps/rpg/puzzle elements.
I'm thinking about just modding the dx engine and making a huge mod since i want to attain that old school UE feel. I have to learn somewhere.
sup anon, i'm basically in the same position but i do indeed have a few pages written for a game idea and story. Want to team up? The more the merrier if we approach a programmer/artist with 2 people as opposed to 1
Whoa whoa whoa. Your dream isn't bullshit. Every game ever started with an idea. Just attack it in the right order and you'll make the process much easier, y'know? You can do it!
How do I even tackle this. I always wanted to make a game but I don't even know where to start learning code. I'm 19 going on 20 in Uni, did a brief stint in Java and Visual Basic in high school junior and senior year, but we never did anything more complex than making various classes and shit. Can /v/ recommend a good starter language? I heard C++ was the industry standard, should I learn that?
Well, I won't get anywhere just with myself, naturally. So I suppose.
For which one? Either way, I've never played LISA. The first is just basic things from FL Studio 8, and the second is samples used in the Sonic Franchise.
FL Studio 8.
You know, I was looking at the Memoriam section of Newgrounds and the first two oldest members were psychos. It was pretty creepy because I remember watching their stuff in high school.
I agree, and one thing to remember is that unlike most of the games we actually play nowadays, crafting games isn't a process that gets you instant gratification.
It takes a long time, and you have to go through some shit to do it, but persevere and you will get there in the end.
I was at university for 4 years, and then working in the industry for 2 years before I finally got my shit together and felt confident enough in my abilities to start my own project (Though I should stress that anyone can start earlier. If you don't have the confidence right now, just use the process as a learning experience to hone your skills.)
Don't be afraid of criticism, be realistic in your expectations, but above all never give up.
Bro, seriously, you are another drop in the bucket of people saying they want to learn. Also your post didn't really ask for anything other than if they were working on an FPS.
You can literally get a job as a Game Designer if you just learn how to format your ideas in to a design brief. I suggest you look up some examples, try writing one and pitching it somewhere you feel confident in receiving some critique about it. Try to avoid writing "Its like Minecraft but with Amiibo support" - explain everything like you're explaining it to a board of directors who haven't played these things before.
Go grab a copy of Gamemaker, Unity or Unreal and follow some tutorials on the web and on youtube.
Use these to start your programming journey, but be aware that there is so much more outside of these engines that you should eventually end up learning.
Go join some game development communities, don't be afraid to ask questions (even if they seem stupid) and keep your expectations realistic.
Try making Breakout as your first game. This will introduce you to:
Gameplay Logic (Collision detection + respons)
Gameplay loop (Lives + gameover)
Levels (Different level patterns)
Once you've done that, make something a little bigger. Expand upon what you've built by emulating games that already exist until you're confident enough to take on an idea of your own conception.
It's never too late to start, you just have to make sure that you do eventually take the first step.
Ideas are the 'sex' of game development. It's how it starts and everyone wants to do it and just be done with it, letting all their 'awesome ideas' to be handled by someone else.
You gotta carry and raise that baby, anon. It's gonna take up your life, it's going to make you resent it, but in the end it's worth while, and you'll look back at idea men like the plebeian class they are. Just practice, work and grind. If it were easy then it wouldn't be awesome.
I'm sure whatever team you point out everyone is full of ideas
You need to learn something anon
Well if you insist.
Opening the Sytrus menu, you can select one called 'Gargling,' I believe.
modeling just sucks, anon. Not as much as texturing and uvmapping though.
Just get a soda, put on some groovy tunes and power through it. It's how I get through, and my asset library is swollen with junk. Most of it IS junk, too, gotta liven up that stage and if I won't do it, nobody will...
Alright fuck it. I'm using rpgmaker, i know you'll all probably laugh at me but it's the easiest thing for somebody like me that has 0 modelling skills and no experience in coding.
If it's any good i'll upload it for free in about 2-3 years.
I'm heading to bed, so we won't be able to have an actual discussion, but you should know that nobody has an easy ride the whole way through development.
There are bits we all enjoy, and there are bits we all hate. It comes with the trade. From what I've seen in your webm, your animation and modelling doesn't look awful, just a bit basic. Getting good takes time and practice, and you shouldn't be afraid of that.
Try making a plan. Set yourself a small, achievable goal for the week, and just make sure that you're always working towards something. Maybe take this weekend to figure out how you're going to put your various systems into an actual game scenario?
Anyway, have faith in yourself. You've already started which is far more than most other people, so it would be a shame to give up now.
As much as I may get shitposted, if you want to talk some more about this, hit me up with a message on reddit. /u/HandsomeCharles
Good night, and good luck!
>Tell me what your game is about anon.
Well It's a rune-factory game more focused on dungeon exploration, crafting and farming. I have a perfect view of what I want to do with the battles, adding elements -mana-like- and probably a system that relies on gauge to avoid spamming. But everything I just said is already integrated actually.
>It's too bland to look at.
Guess that's it.
Frankly this whole art thing is a pain. But I guess it can't be helped and I really need to learn that too.. pfff.
Anyway thanks, I guess that the next stage is just to get good at modeling and make my own assets
or give up in the process.
Welp, I'm giving it a shot, more like a hobby.
Yeah, I know.
where the fuck do I even start? I mean do I start with coding, and if so what language? Do I start with animation and rendering? Both? Neither? I just don't even know what to freakin' do or how to start doing it and I just know whatever I do is going to end up some spritey hipster-looking garbage
you can ignore the built in stuff and just write your own scripts for everything, but unity still handles the back end of how to render models and stuff to the screen
Thank you. I still feel I'm at that point where I'm constantly learning, but it's nice to be able to get to a point where it's not just random plinking and plunking of instruments. Or just placing new instruments over MIDI's and calling it a Remix.
Even though sometimes, Remaking songs like that really sounds nice, IMO.
Currently I'm working on a mobile game that fucks with your phone. Its been interesting learning what I am allowed to get away with. For example I have the villain of the game call you and leave you threats using the actual phone application. You'll also get push notifications like "I'm killing him right now. You could have prevented this" Also planning to have the game intentionally crash and replace all of your apps with corrupted versions although I think that one might be beyond my abilities and permissions.
Looks nice. Try adding some more variation to the tiles though, and make the pots more distinct as they kinda blend together.
There's still plenty of people out there that like Pixels, don't worry!
Thanks! And yeah, would you recommend more details or cracks or something?
Yeah, the weird ghost is pretty rad. Also, I should probably do that because it looks sloppy as fuck.
>feelio when I want to post but people will steal my idea
I have always worried about this but have no idea how to implement proper scaling.
I know for funky resolutions I can just throw in black bars along the top/sides. But how do I make a 2x2 sprite into a 7x7 sprite without it being distorted?
Oh shit that's a great idea, thank you.
I was also thinking about turning up the ringer and changing the ringtone to something spooky. Maybe that might be too mean though. In any case I'm not even sure if that's possible.
Honestly this is one of the few games I've seen that actually interest me.
Well you need to create and map textures to your models but that's a bitch to learn. Either commission or solicit for a modeler and animator that can texture as well and you'll be good. Since you are still working on your game though, you can stick with placeholders.
Some of my vector artists went MIA. It's hard doing all the artwork by yourself.
I've been trying to recreate Persona 4's combat system in Python.
I have only been trying to learn code for a very short amount of time, p-please be gentle.
>how do I make a 2x2 sprite into a 7x7 sprite without it being distorted?
You can't. With those sizes you will always get distortion.
In more realistic situations you will have sprites big enough that when resized, whether through nearest neightbour algorithms (really should be the preferred choice) or bilinear/cubic ones, won't have noticeable distortion.
However, in general, the only way you can upscale a sprite without creating duplicated pixels is to integer scale.
Well actually I've been trying to learn for the past days to make some sort of low-poly or mecha style for an easy way out, but I got stuck on texturing which is what I'm starting to learn right now.
What got me was the whole shadowing/occlusion thing, I just can't get my head around it for now.
I kind of want to make a game that's essentially a fighting game using a Dark Souls/Bloodborne style combat system (weapon-based, stamina, dodge rolling, shields, limited magic, etc.) except instead of choosing loadouts/builds there would be multiple preset characters (i.e. a sword and board guy, a big axe guy, a magician guy) with their own strengths and weaknesses. I see the PvP communities for these games and there's almost always some complaint that comes purely because of the RPG elements, so I want to try and make a game where the core gameplay is there, but there isn't as much variance or host/invader advantage. Also probably remove some mechanics (backstabs, encumberment, etc.)
There's a pretty decent article about dealing with sprites, including upscaling them properly, here http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way-ffvi-edition/
The crit stuff doesn't really work at the moment, I just kind of co-opted an existing function cause I happened to also need to know the player health when I did a critread.
ive always wanted to make a game entirely in c++ and ive tried too, its just so fucking hard and tedious to make anything more than a text rougelike
what game engines could i use to make a checkers-like 2d game? i dont mind learning a language for it (no gamemaker please)
Looks good, but it doesn't look like the crit is rolling properly.
In C++ you'd do something like
crit_roll = rand() % 100 + 1; //Rolls a random number between 1 and 100
if (Player.luck > crit_roll) crit = 1;
point allocation anon.
Everyone gets e.g. 100 points, weapons cost 15, good weps 20, etc. It allows more build varience and can be easily balanced by adjusting cost.
You can have different tiers too - What can people scrape together with 20 points? How OP can they be in a 200 point fight?
Have a premade mode too though, since its basically no extra work from the above idea.
UE4. Just don't use blueprints for complex shit, C++ is better for practically everything more complicated than trigger volumes.
Yeah, the crit stuff doesn't work at all right now. I also need to re-seed it somehow, cause it does the first crit, then uses the same value for every subsequent crit, meaning if it crits initially, every attack afterwards will be a crit too.
I was thinking of doing a random seed with the system time as the seed?
consider pic related
i'd like this function to work with 2 transforms, 2 vector3s, one vector 3 one transform, one transform one vector3
instead of writing all those overloads out by hand, is there a way to specify that the first parameter can be either a transform or a vector and the second parameter can also be either a vector or a transform? please send help
Fucking into the trash it goes.
2D is much easier and shows progress faster. 3D is more complicated and requires much more development, so while everyone is gawking at spites and polished 2D game play, your developing 3D work becomes overlooked. You'll notice a big difference once you have some assets or game play demos
My reasoning is, that build variance is what causes most of the OP bullshit in Souls PVP, and it's always easier to balance a characer in the context of itself rather than in conjunction with every weapon/stat/etc against every other combination of weapon/stat/etc
then you're balancing one character against another rather than one loadout against 600 others
>-- I WANT TO MAKE GAMES --
>I want to make 2D games, but I'm too lazy to learn coding
Game Maker - http://www.yoyogames.com/studio
Construct 2 - https://www.scirra.com/construct2
>I want to make 2D games, I don't mind coding
Unity - https://unity3d.com/
Game Maker - http://www.yoyogames.com/studio
LÖVE - https://www.love2d.org/
Phaser - http://phaser.io/
SFML - http://www.sfml-dev.org/
LibGDX - https://libgdx.badlogicgames.com/
>I want to make 3D games, but I'm too lazy to learn coding
Go cry in a corner
>I want to make 3D games, I don't mind coding
Unity - https://unity3d.com/
LibGDX - https://libgdx.badlogicgames.com/
Since people keep asking how they should start, what they should use, I thought I'd make a small list of engines/frameworks.
Anyone got anything to add to this?
Not really. You'd have to test the types of the parameters (starting from the 4th, since if it's not null you already know that it must be either case 3 or 4) and rewrite the expression accordingly. You can't dynamically decide to do var.position.x or var.x.
I made this for you.
>How's that game development going, anon?
Slow as shit.
Currently reworking AI to be easily editable on a per unit basis.
working on a survival stage at the moment
I am a professional composer and I would be interested in developing the music for your game. You can see prior examples of my work and my email to reach me at:
What engine is this and how long did that take to make? Trying to get an idea of development times for simple test builds like this before I invest time in learning programming.
Do you mean making textures or mapping them? You can map them in blender but anything from GIMP to Photoshop is fine for textures. Also check /3/ for info about 3d modeling and texturing.
You should see how I draw mushrooms.
Way ahead of you, pal.
Still me, watched a movie and drew something else.
This is just the first design, I still gotta improve it, I don't know if I should keep it like this or actually drop the petals/tentacles and draw him with a chameleon body.
Thanks for the offer! Your music sounds great.
I simply don't have the money (yet) to pay you though. So unless you want to do it for free I'm afraid I'll have to turn down the offer.
If you do want to do it for free, or I do have the money, the game is still too early in development for music to be made for it.
In any case I'll keep you in mind, and who knows I might contact you some day.
I can accept a post-release bonus payment plan. Anyway, thank you for considering me. I am glad that you will keep me in mind for the time being.
Yeah I know they are just tests. Once I've got the texturing down I'll restart and try to make a new one with everything I've learned. You guys just motivated me to learn it anyway
already learned some tools from ambient baking and color multiply, not as scary as I thought.
The concept behind the guy is that he used illusion magic to turn one area of the game from a wasteland into some sort of garden of Eden to lure his victims, and he's disguised as the moon. He does eat people tho.
Nah, nothing I'm offering as of yet. I thought a little down the line I'd make two fighting game characters people can use. Maybe in a kind of Skullgirls style.
Still working on my first project, you can probably guess what it is. I started doing C++ about 2 years ago and started working on this project seriously since april of last year
My only recommendation is have the arms swing while he's running, or at the very least have them move more than they are now. Other than that, it's pretty good.
I'm actually planning on making a Youtube tutorial series about this.
Till then, this tutorial is okay I think, maybe a bit outdated. http://osmstudios.com/tutorials/your-first-love2d-game-in-200-lines-part-1-of-3
Sorry! I'll have to make animating more of a priority this year.
Just start making the game.
I used to be like "I need to plan out what I want to make first!"
But when I just started working on one, that felt so much better.
And else, just use Word or something.
I have a question: what kind of equipment and OS do you use? It's my understanding that Windows is not that great for coding?
I don't want to have to get new equipment to start making shit
My coder at the time animated them with a full swing and it looked... really bad. But he didn't really know what he was doing and didn't listen to my feedback much either.
>Windows is not that great for coding?
Windows is perfectly fine for coding.
You probably heard tales about how all programmers use Linux, which is not true.
Just use Windows, or OSX, or Linux, doesn't matter.
Would you ever consider releasing the engine? I've been meaning to make a Harvest Moon type game for a while. Can you use slopes in your game or does everything have to be flat?
just AI experimenting while I work on spritework rather slowly.
Rune Factory games are just awesome.
Honest? Considering the amount of "i don't give a fuck" I met this past year I don't think so, but who knows.
I'm using the good ol' raycasting for ground checking and the character is initially driven by the native physics of the engine so it can handle slopes to an extent.
though blueprint is visual you can write c++ code that interacts with it.
the best midleground between your own engine from scrap and a production ready engine would be ogre 3d
Sorry I don't have anything new, I should have an improved townbuilder tommorrow before DD:DA releases.
fucking real life work
Trying to make my game mods go standalone. Loving the freedom, hating the need for new content.
Who wants me to make free MUSIC??
Seriously, when I have a reason to work I'm exponentially more motivated. Otherwise I know I'll get distracted and end up shitposting until I can't keep my eyes. By telling me what kind of feel you're going for and maybe an example or two you'd be doing me a favor.
Some of my stuff:
Unity -> built in raycast function.
If you're using a custom engine it's just probably about checking the AABB by direction order in your pool getting in the way of a ray vector or something.
forgot the word open after the word eyes
and forgot picture related
I get what you're saying and appreciate you saying it
I've got an idea for a game.
It's all about keeping the balance of your five, primary senses. You can become completely deaf/blind or take away any other senses if you make bad choices in the game.
Say, if you overuse a gun too much without earplugs, you will lose points on your Hearing meter. And, if you lose it completely, the game won't have any more sound.
Each smell has a purpose in the game, to help you. Of course, sight is important, as to see the game itself. Sound is also significant, as enemies make sounds off-screen to locate their location, making gameplay much more careful.
Sometimes, losing a combination of senses has interesting challenges on the gameplay. For example, if you lose both sight and hearing, you can play the game full on Helen Keller mode. Of course, there will be some visual cue...if you have the Touch sense, still.
Each sense is prioritized, but all aid you in the game, somehow. Order of priority would be as so:
Perhaps, there'd be some Daredevil option, where you get more powerful as you lose your senses, making it a risk/reward thing. You could lose 4 of the main senses, only having Taste to guide you.
For the actual gameplay, I'd imagine it'd be some overhead shooter, where all the senses are used, somehow.
I could elaborate more. I think it's a nice concept.
too lazy to make a new webm, but ill have some new ones soon.
also this map has a bank part (in webm) with a valut (in shown) Im going to put some cool easter eggs in the vault, any ideas?
Someone should make a game that caters to tumblr at the start, something like a utopian SJW world where whiteys know their privilege. And then it all goes to shit, trannies dying left and right. Immobile fatties trapped in walmarts.
Next time you export something you may want to consider resetting the master volume. Actually, in the future don't mess with the master volume at all. If it's too late/loud to produce turn down the volume in the volume mixer. Never in your project.
The concept is interesting. The implementation as gameplay though, I really don't see how you could make it work. For the players smell, taste, and to a lesser extent touch, will just be visual cues as well, breaking the illusion.
If they didn't want you to use it, it wouldn't be an option. Try less hard.
The drums feel like a filler put there just because you needed a drum beat: barely audible and not very interesting.
The melody is cool and reminds me a lot of old HomePC games. I'm not too fond of the same instrument on both channels, though.
Got all the writing done, including a fuckton of lore and backstory, while the "team" meandered and slowly lost interest. Might just break up the band and shit some stuff out on Blender and FLStudio so I can accomplish something in my life.
give me some cyberpunk red light district bullshit
i'm giving you the details
neon lights and lots of holographic shit all around the place, mostly signs and girls trying to seduce people passing by and their credit cost flashing after their animation loop, place is mostly a dump, but not because everyone is dirt poor, the places are controlled by big gangs and are making big dosh, they just need to set their shops in the cyberpunk ghetto to not get fucked by the cyber-po-po (and we all know that they don't give a single shit about what happens in the ghetto). inside the places there aren't really girls but small rooms with chairs like the ones in hair salons that you can lean back to make it more suitable for lying down and shit, and a device that you put on your head (pretty standard vr bullshit) with different colors of wires attached to it, you sit down on the chair, lay back and choose the girl from a catalogue of cyber sluts that are outlawed by the system(because feminazis) and reside in the closed database of the establishment,you begin the session, the device reads the signals and reacts accordingly, sending back signals to your brain that stimulates you and shows you a good time with the flavor of the girl you chose.
sorry it's really corny and shitty but that's what was going through my mind right now, it'll have to do
This looks really awesome actually. Do you have an idea on how you will get it out there? Steam? You have a website or youtube channel? I would like to see more of this in the future but I find it unlikely to see your posts again after this thread.
unnamed anon, its bad luck to name it too soon. I'll be active in the threads for the next few months tho.
keep coming into the threads if you want updates, space pixel bro is pretty damn active
>tfw my only skill is thinking up cool shit and making connections between story and gameplay
>can't articulate my thoughts
>can't make music
hey man at least you got something
alright here's what i think
doesn't sound cyber at all
grows too energetic and "happy", sounds like something that'd fit into some mother 3 style scene, what i was thinking of was more seductive with a hint of shady business, with cyberpunk synth maybe.
doesn't really sound that bad desu, it'd probably be passable for some games, but can't make much of a connection with what i described.
Did this for an indie title. Free game, actually pretty good, if obviously low-budget.
Cyberpunk-style music is my speciality. I'd be happy to help you refine your style.
Here's the game if any anons are interested.I only did the music, none of the rest.
My thoughts exactly. I got too hung up on the neon vr cyber sluts.I think mega man battle network got in my head. This one's a little more shadowrun
for sega genesis
Cool arps. You maybe need a more rich-sounding synth though. I always try and go for analogue-style synth with a touch of reverb. Chorusing helps with high-freq stuff too to give it lots of room.
pretty good shit man, nice!
that sounds more like it, but this one feels more like menu music or entering a huge ass corp facility with lots of people/machines working,a bit intimidating in a non threatening way if that makes any sense
I'll refrain from spamming any more, but you might appreciate these if you've ever played the original System Shock:
i really want to do a kind of dynasty warriors style 2d game but with a focus on bosses, like i want all the enemies to be bosses
i have a lot of ideas but i have this thing where im extremely ridiculously lazy and i havent done anything on it for like 4 months and i havent done like anything yet
The rest of the game for one.
What type,of game is it? What genere, what tone, what style, what's the setting?
And the there's the protagonist themself. Are they some furfag type bunny, just a plain old bunny or what?
And how do they relate to the setting? Is it a happy postive game with a bunny protag, or a dark setting with just a regular old bunny as the PC because the contrast of those two things is funny?
I was thinking on a 2d platformer with a surreal/dreamy setting. The protag would pretty much furfag though, i just want to make something fun and cute with a twist by the end of the game
If it's furfag, and I'm mean furfag, not anthropomorphic creature, then I can gell you that's an absolute no. If it's just a regular old bunny, then yes, because those things are goddamn adorable.
It's good to hear your opinion but sadly she could be considered too furfag, i'm not even a fan of furries and i have other more "human" characters, but i thought that drawing and animations could be more easy if i do a thing with her