Let's have one of these things, shall we?
>made an unity game
>want to compile it for mac
>don't have a mac
>compile it anyway
>macfags report that it doesn't work
apparently there are permissions problems or something, anybody else ever tried to build for mac from windows with unity?
Thank god for archives, saved an old post I made before.
The goal at the moment is to make a survival mod where the player will attempt to survive by ensuring he does not mess up, survives the coming war and it's battles. An ai will attack the player while he attempts to establish a working economy, allies and foes alike will try to establish themselves in the region too.
At the moment I have systems in place for
-Needs of the people (food, cloths and enjoyment)
-Farms (custom plants, growth time, harvest time and plant time)
-Storehouse (where buildings deliver and request materials, workers have a carry capacity - jobs get split up by it, a food version, a queue system)
-Refinery (where materials gets refined into other materials)
-Gatherers (gathers materials from nearby resources, gather location can be changed)
-Towers (Attacks nearby enemies, ammunition can be changed on a tower by tower basis)
-Basic Enemy AI (a basic AI that seeks out the player and attacks his units/buildings)
I've got some other systems in place but they're kinda minor. There are a lot of things I still wanna implement, a couple of examples are a weather system (rain that causes all growing plants not to die, too much and the crops die. Snow that changes the way you play both with the economy but also how you wage war), Eco system for all living things (so what you do can have an affect on other things, cutting down to much of the forest might scare away the deer)
This thing anon made yesterday
>-- 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/
So I have a problem. Unity always crashes when I try to load a library. But without it, I can't do the basic tutorials because they always use shortcuts that are already in the library. Why do I have this problem?
They weren't yesterday.
There's not much you can do more without learning how to code. You can give Unity a try and see if their way of easing you into learning how to code in parallel with the rest of the system can work for you.
Most people who think they have a "simplistic way of thinking" never really tried. The basics of programming are not like super advanced maths: everyone can learn how to do it with a bit of effort.
What happened to unity? I'd never seen a good game for it, let alone one that even looked remotely pretty, until last year and now there's some pretty nice shit coming out.
>a specific game
>What happened to unity?
Version 4 happened, especially 4.3 I think, or 4.6. Throughout the life of v4 they've been adding a lot of tools that streamline development, making it really inviting.
I don't know why I always thought it would be SP.
Expert coder here. I could easily whip up a playable demo of any kind of game in a matter of days, but my big problem is that I just don't have any good ideas for what kind of game to make. If only I could find some kind of collaborator to give me specific direction of what kind of characters and backstory they would like to see. I'd love the chance to be able to listen to detailed (or even vague) descriptions of theme, lore and gameplay. I'd absolutely do my best to stay true to whatever vision my collaborator had in terms of overall tone and impression while I do all the system design, coding, and testing. Really all they'd have to do was playtest the demo it to see if my work was faithful enough to their vision, or if I should go back and refine it further. Maybe this thread will help me with my idea problem.
A game in the style of Commandos, but you have a tool that can move the entire level through time, and change everything, even all the actors, accordingly. As a result the players would have to switch time periods to better suit the situation.
A stupid example just to get the idea across, if you're in a modern time with no ranged weapons in an open area and you're spotted, you switch to prehistoric times so the enemy's ranged weapons are now thrown rocks with very little range.
I know I will never make this because I'm already busy doing another retardedly overambitious project and besides this game would be a complete bitch to balance, so if you or anyone else wants to steal this, feel free.
someone already made that game
If I want to start making a 2D game in Unity, can you guys suggest any tutorials to follow for someone who wants to learn how to code? Even basic things like object interaction or walking.
Actually, I have a spritesheet ready and tried to animate it in Unity, but for the life of me I can't figure it out. Did the whole splicing thing, but it's the animator panel that's confusing the hell out of me. I've looked but not really finding any basic tutorial to follow or any premade templates so I can look at examples. Would anyone mind to help me out?
Working on a fez clone with combat, slowly
Wanted a paper lantern for the double jump, but I couldn't make it recognizable with my pixel shit
I've been working on an adventure/puzzle game for a while. A kind of 3d myst or riven.
today is more blender bullshit. Making guys enter rooms via objects.
Our art style looks similiar but it isn't the witness
Again, I'm totally new and don't really know where to start, that's why I was hoping anyone would know of any really easy basic ones to follow. I've actually tried some in the past but I find a lot are very difficult to follow, messy or are just a bit too advanced for me, plus most tutorials seem to be for 3D, not 2D.
The one the other anon posted is good and I'm reading them right now, that and I started watching an introduction to C# on youtube so I kind of understand what some code will do but again it's very minimal.
I'd really like to learn how to get a sprite to walk with animations (I figured out how to get a static sprite to move around already but the animation thing is confusing the hell out of me), how to make text pop up when you interact with an object, and change rooms. I'd love to make more complicated things but I figure they're a good place to start?
I know nothing about animations.
To load a new room you need to switch scene with SceneManager.LoadScene
To make text popup you need to instantiate a UI.Text. The problem is that since you have no programming experience, telling you things like this does nothing, because you have no notion of what Instantiate is, how to calculate the Vector3 for its position, and so on.
Getting started is a very slow process.
youtubed "unity tutorials", literally second result, get the corresponding playlist
there are a million series like this one
don't just try to find the 10 seconds you want to do a single thing, watch a series of tutorials and take notes and do the things along while you're watching
watch "introduction to..." and "for beginners" stuff and everything should be explained in order. you can't just jump in wherever and expect to understand what they're saying. sometimes you need just a little theory/explanations so you can move on. if one series is really bad, find another. there's no way you can't find what you're looking for, there is way however that what's happening is that you're not being patient.
(Not the same anon.) For animations, this is the tutorial series that I used:
It's 2D, but overhead view. Should still introduce the basics.
So I finally figured out how to get something working in Construct Classic! I spent two days trying to implement my own physics before I realized there was a platformer behavior setting. That will make things so much easier.
Building a Third-Person city building game set with an Aztec theme (kinda like My life as a king)
Yeah that's lost on me to be honest. But I'm gonna write it down and look in to it later when I can do a little more, so it's still helpful. Thanks.
Thanks for the advice, and the link. What you're saying is actually true, but I guess the reason for me doing that is that I find 2D tutorials difficult to find... is there benefit to me watching 3D tutorials, can I learn that and apply that knowledge to 2D?
I wandered around and looked at a lot of tutorials before I started watching this one https://www.youtube.com/watch?v=12Ste_E1Q7g and I feel it's well explained and I'm understanding what commands mean/do. I got up as far as Arrays and I started having trouble but I'll keep watching until I get it.
You're right, I am being impatient. I guess I'm just excited and want to make stuff right away, but of course that's not really possible. What do you guys think is a reasonable timeframe to learn how to do all of the things I outlined in my post before? Would 3 months of learning C# be reasonable?
Haven't worked on this shit in ages and I didn't even get much done in the first place.
Also is there a cell shading option for lighting in unity?
Because this kind of looks like ass.
2 only gives you so many events with the free version afaik. It might be enough, but I didn't feel like taking chances. My only other option was Unity, which I'll look into in the future.
They're not though. You can open it in paint and check for yourself.
>2 only gives you so many events with the free version afaik. It might be enough, but I didn't feel like taking chances. My only other option was Unity, which I'll look into in the future.
I pirated it myself so I could learn how stuff worked.
I'm not that great at it but if you have any Construct questions I'd be happy to try and answer.
>They're not though. You can open it in paint and check for yourself.
I think he means that the pixels aren't aligned to a grid, meaning this can happen
I'm sure I'll have many, but I've been trying to stick to reading tutorials for help and just monkeying with the system as best as I can.
I've been reading a tutorial on animations and bounding boxes, so that's going to be the next leg of my journey.
>is there benefit to me watching 3D tutorials, can I learn that and apply that knowledge to 2D?
yes, anything that's not related to positions in space still works of course
Unity actually used to not have any explicitely 2D stuff, it does now though (since 5, so do search for Unity 5 tuts)
>I got up as far as Arrays and I started having trouble
depends what you mean by "trouble", if it's "losing concentration after a day starting from scratch", it's fine, if it's "spent several days on arrays", get it a little together
arrays, like other things, are a basic component of programming, you'll see it all the time, it's something you can't skip
I can't answer you as to a timeframe, I've given up all that stuff some time ago, that was just general advice. I'll just say don't go and start thinking "I need to get a game out within 6 months because my rent depends on it", that's not gonna work
if you really, really just want fast results you could go with Game Maker, I'm not sure how much more simple than Unity it is though, maybe not that much
I'm still working on this but I have really no idea where I'm taking it
It's more for code practice than anything I guess
Oh, you're still alive, neat. We kept your threads going while you were away.
If you try to do some learning daily it shouldn't take you take long to start building something. Then as you continue learning you can keep building on top of that.
Chances are in the end you'll end up scrapping everything and restarting from scratch because you'll then understand how things work much better, but that's the way it goes. That second time you'll be much faster at it.
Maybe those are
Hmm, good point. I guess my biggest problem is the sprites are two small if I'm making a 1:1 8-bit styled game, so I just multiplied everything by 3. I wonder if I can fix that.
I assume there's a way in Construct to make a room that's 1:1 size but the window the player views the game in is 2/3x zoomed in. That way you could keep the pixels and movement consistent and also keep the upscaled resolution of the game.
It really isn't a problem, it just might trigger a few peoples' autism.
If you want to eliminate it though, the solution is the have everything at native res in the agme and then have the game window display at 3x.
I don't really know if that's possible in construct though
Well, it's a vertical shooter. Unless you have a special idea there's not much where you can take it.
You could try to see how crazy you can make it become while keeping a perfect performance.
I'm planning on adding a bit of randomization, nothing too excessive, sort of along the lines of Strikers 1945 stages and then maybe doing Nuclear Throne upgrades and BoI-style randomly chosen bosses.
But I probably just won't go anywhere with it and it'll be another iteration of learning to code basic engines and learning from mistakes
Allow the player to hijack enemy ships and control them. Different ships have their own HP and strength values. If the player's current ship is gunned down their power meter depletes, and they need to find a new one to control before it hits 0.
>sort of along the lines of Strikers 1945
don't forget the waifus
So does the free version of Game maker have everything I need or do I need to put out them shekels for the paid version?
>that guy who spent hundreds of dollars trying to 1cc this game to see this
>he was playing ta152
Got some 2D top down shooting stuff if any one is interested. Posted it a few days ago as well. Got a playable (downloadable) version as well.
Working on making it a massive multiplayer game.
I don't think I posted these ones last time, so:
They're free for you to use. Have fun with 'em.
Made the missile trails framerate-independent so they look way less shit. Now working on making the high level AIs less inclined to spin in circles, as well as adding a way for the player to control their wingman; right now, wingmen target whatever plane their leader targets, but I'd like to make it so they can act more defensively as well, targeting any planes that target their leader. Hopefully something like that would let the player use their wingman to force the enemy AIs into less predictable movements
Sit down, note some ideas. Just random shit.
Do some research about the popular games these days, also the indie games.
Look at what makes these games popular, and how you are to use these features for your own. Mostly adept to what people look for, and or like, just for a profit and high succes rate.
My biggest problem is that I actually know how to code, but the thought of sitting down and having to do all that boilerplate shit just to bring assets together into something that I might not like demotivates me into giving up. Then I look at engines that bypass the painful shit, and all I see is inflexibility and having to learn how to trick it into doing what I want. How do you actually get the motivation to do a project when you don't have the thrill of learning as you go and wanting to power through the challenges of being a new coder?
Depends what you wanna use them for? They'd be right at home in an RPG Maker game, or a card game, or lots of other things.
Setting: Fantasy 90's cyberpunk wizards battle eachother in a large-ish map.
Gameplay: Third person style, WASD controls.
Press "Space" to charge-up your mana (slowly decreases if not used).
While charging up, your mana increases up to level 5. While charging up, you can press any other key to input a "Magical Rune". You can use as many Runes as your mana level. Release Space to cast a spell.
Ex. press space, charge up to lv 2, press Q (fire rune) and W (movement rune), release space to cast "Fireball" - mana decreases if a spell is succesfully cast.
This offers around 400 spell combinations.
Spells get radically more powerful as complexity increases - possibility of "Epic" spells done with a long string of letters, requires magical tome found in the map?
Right now most of the game systems are in a working state, I require cool assets and actually coding the 400 spells.
Should I continue working on this, /v/?
Think about this for your level design, those hallways are very narrow. If you check Hotline Miami every single room you go into you can maneuver around a bit. As is those hallways are death traps, or at least can inhibit the flow of the game.
>Hotline Miami was a great game. That trailer was a hot mess.
Thanks. The way the game was, was not something I stood behind any way. I intend to revamp it.
>So a Hotline Miami clone?
Sure. Whatever you'd like to call it. Devolver tends to disagree though, and so do I.
I finally released my first game.
Ok it's actually a stupid visual novel parody with crappy graphics, stolen music and bad grammar but damn, I feel like I actually completed something for once.
I won't link it here because there's (thankfully) no english language and may be considered way too cringe anyway
The way the trailer is right now, I'd rather just have a simple description of the game instead. It looks like a really shitty hotline clone, with tons of obnoxious effects to hide any actual gameplay. This makes me not want to try it out.
The learning process just got too frustrating for my adhd mind, especially all the math and programming stuff.
I mean im sure its fun when you finally learn how to do it, but fuck learning this shit is such an uphill battle for me right now. I just feel stupid when I try it, and I can't make anything gratifying yet.
I'm sorry anon but I prefer cute drawings to actual porn.
I don't care if other people make porn of her though
Question for your UE4 fucks, been fucking around with UE4 and I'm more practiced with the character modeling aspect with Maya than the actual software of making it all click, but hey, gotta start somewhere. Anyway, I imported the character I made as an .fbx file and it appears in UE4 as a static mesh when I drag it into the game world. It works fine standing there doing the default arms out pose..so..what exactly are the steps needed to make it an actual NPC with movement as opposed to just a stiff box?
That is, not a player character itself, but at least so it stands there and just idles as opposed to just static hang there?
Anon, i got an idea of a game, if any devbro is interested to hear it, you can add me on steam
Basically it involves a top down hotel management gameplay, youre a hotel manager in the worst shithole crime infested place of X country. Involves shooting and money management, also maybe a plot about the main character that adds aspects to the gameplay
I can go more in depth if anyone wants to hear more, sorry for being a first timer ideas guy
That's the problem though, I've been looking for a tutorial and all I seem to find are tutorials about how to make a new player character from the existing skeleton mesh that comes with the default map, or how to import static objects and characters. No one seems to go through the steps on how to tweak a character from static pose to idle
No i'm not. But thanks for asking. No, I sent an email + the game to ask about their opinion, and wether or not they felt like I stole their idea. They (or he/she) told me that they didn't feel like my intentions were to steal their ideas in any way. I did the same thing with the music that we use.
>I'm sorry anon but I prefer cute drawings to actual porn.
I like you anon, you have good taste
Your char is cute and I'd draw her if I wasn't shit at art
Thanks for the tip. The trailer is based on an old alpha but it puts the point across quite nicely. I only intend to keep the art assets and the fast paced combat any way. I would love to tell you something about the new version.
I'm making a game about jewish people.
I am the edgy dev
You used the same style of music?
Well , i dont know man, both games looks very similar
I dont know why i thought it would , or if this helps
But a hotline miami esque game in a cyberpunk setting would be awesome, shoothing robots as a policeman, or a rogue robot going on a killing spree against his creators
But i bet youre already too far in your own style and setting to change it at this poiny
>I'm sorry anon but I prefer cute drawings to actual porn.
6 years ago I would have called you a faggot.
I dont know why i thought it would , or if this helps
But a hotline miami esque game in a cyberpunk setting would be awesome, shoothing robots as a policeman, or a rogue robot going on a killing spree against his creators
But i bet youre already too far in your own style and setting to change it at this point
I'm noting this down. Thank you.
>You used the same style of music?
Well , i dont know man, both games looks very similar
I'm not using the same style of music. Note, the creators of Hotline Miami had composers make tunes for the game, instead of reaching out for tunes that already existed. I mostly just intended to use Lorn's music but the (ex) co-creator felt, that using hardstyle was the way to go. I disagree.
I've been very busy with developing my latest version, which doesn't have any music in it at all. It isn't singleplayer either.
Actually fuck it, while I'm here, you do want a programmer so you don't have to use construct? I don't really have much for ideas and I get a lot more enjoyment out of coding other people's visions than my own anyways.
I think you fucked up quoting me, but i understood anyway
My robot miami idea might work to add huge differences between your game and hotline miami
Also, to nail the creepyness of a rogue killer robot, you could use some synthwave songs? :)
u wot m8
the game has zero RPG mechanics
Stuff like Muramasa is a good example, even games like the SotN-style castlevanias would count I'd say. You level up, have stats, find new gear and weapons, etc.
Yes I defenitely messed up with quoting you.
Well as the old game was, it doesn't exist any more. Neither does the setting. I still intend to keep the 'sci-fi' theme though, just slightly. It's just mostly in the HUD or in the weapon sprites and sounds. Maybe in the decals as well.
What the hell is a poop goblin. They all poop don't they?
I can forgive everything else but the giant cow tits are just too much. D-, see me after class.
I appreciate it anon but this is more of a personal project than anything else. I'm just doing this for fun, if I get other people involved then it will become work.
Shit that actually looks pretty good, to easy for an RPG but good
Its got its leveling mechanics, which actually isnt to bad of an idea
Yeah I guess you're right, maybe if I slapped on some Status Elements
Make beat em up combat / hack and slash combat.
Play Dungeons And Dragons beatemup series by Capcom for good examples.
Also play a top down game called Beyond Oasis by Sega on the genesis.
Its not 2D plane, but the combat is very punchy and satisfying for a RPG/Adventure game.
I am planning on making a adventure/RPG game but with Beat Em Up/Fighting Game combat.
Except I suck at making games, I barely can make the player move properly.
Im just an ideas man with dreams of making my game but I have no good experience.
Just yesterday I finished a script in Unity for dialogue. I'm not really a programmer though, don't know anything besides C#, so it's kinda cruddy.
You need to put it on an object with 6 child UI elements, then edit 5 different arrays on the inspector. But at least it's flexible.
>I appreciate it anon but this is more of a personal project than anything else. I'm just doing this for fun, if I get other people involved then it will become work.
I understand, it's all good
Hello again folks! Posting the same stuff as yesterday I'm afriad.
Here's an image showing an art revision of my main character, after receiving some constructive criticism. (New one on the Left, old on the Right).
More coming in a minute! (Feedback always welcome too!)
Can I use a 2D software to run a 3D game?
Like I want to have 3D models but all on a 2D surface?
And here's an animation of "Flying at a regular speed". This character has a jetpack strapped to him, but it's a different entity in the game, so it's not included in this animation (And I haven't redrawn it yet...)
Did some more work on animations today, but forgot to export them as gifs and I cba turning my PC back on now. If there's another thread tomorrow I'll post them then.
Not a whole lot of progress. I'm working on dialog options.
You'd be best doing it the other way around. Use a 3D engine/environment but then restrict the Z position of your models.
(Look up a game called "The Deer God". Tell me if that's the sort of thing you mean)
1) I don't see how you can say this isn't like HM. It totally is. Not that it's a bad thing.
2) I didn't see much point in having to aim and sprint: to me it didn't seem that there was any advantage to not holding them down the entire time
3) the view is too zoomed in for my tastes. It meshed well with the speed anyway, but I'd have liked a bit more awareness
4) the AI seemed a bit sleepy, sometimes they had bullets flying around them and still didn't react
5) you should rework some tiles in areas like pic related because walls can be very hard to spot
6) game froze in the level after pic related
All around the controls felt good. The camera sway didn't bother me, but it didn't in HM either.
I've been seeing your Webm's show up for a while now, and I have to ask;
What type of game are you planning to make? This looks pretty cool and all, but what do you want to have as a final product? Can you give a short description, as if you are trying to sell it to me?
This is bait but there's some truth to it. Even if you have enough dedication/work ethic to actually learn all the skills necessary to make a game, once you get to that point you start to realize a lot of the ideas you used to have aren't technically feasible, or are ill-defined, or just flat-out not fun. When you can look at something and instantly see all the little flaws and hangups it's incredibly hard to motivate yourself to finish, let alone start, anything.
I wish I could go back, /v/
Gamemaker Probably. Plenty of tutorials and a large portion of their audience are schoolage kids (Teens)
That said, it's still perfectly possible to make a full game in it. Hotline Miami, Spelunky, Nidhogg and Undertale were all done in GM.
I'm making a fighting game and I want to include characters I don't own. Can I get around being sued if I use the likeness of the character but change their name? Sorta like Broforce
>Like the idea of creating a game
>Realize I don't have many skills to go into creating one and something I'd like to make would be far too ambitious of a first project
>Don't even think people would like the concept of the project anyway so you'd just end up making a game for yourself
I see you upscalled the sprite since last time. and your color choices are certainly better this time but there's still some colors that need better contrast. Your line work also needs improvements.
Unfortunately, I don't have the time right now to provide you a detailed post of what needs work and I lost the link to this great sprite tutorial someone posted last time.
If you pop up again in another thread and post your wokr, I'll be glad to help.
I'm going to respond the same way you did, for social reasons.
1) I understand how you formed that opinion. I implore you to reconsider. By playing an outdated version, you've only scratched the surface of what the game is really about.
2) Aiming and sprinting is something that I concidered to be a benefit to the 'fast paced gameplay' I was aiming for.
3) The final (online) version will be slightly zoomed out for shooting etc, but a lot more zoomed out when it comes to driving around town.
4) The AI is retarded. But that's my opinion. The one that wrote the A.I. stated that it's a difficult process. I expect people to be understanding this.
5) I'll take that tip. I will rework the tiles and walls.
6) I have the exact same bug. I hate it. Even more because I know what cames after that level.
Thank you for the kind feedback and critisism.
>check the thread
>actual video games instead of homer laughing in space
good one lads
You fly around and discover new planets (the planets won't be as close as this in the full game). You complete quests, and do all kinds of average rpg stuff.
That's what I have in mind for now. But the game is not far in development and I can go all kind of ways.
I want to make something like gunstar heroes. Nobodies making run and gun shooters like they used to anymore so I'm going to have to make one myself.
Just put it off till tomorrow, that's what I've been doing for years now.
It's legally risky. What you need to probably do is go for grounds of parody, but you'll have to make significant visual changes in order to avoid nasty legalities.
For example, you might want to take a look at the game "Kill The Plumber". He's managed to avoid getting sued thus far with some decent exposure.
No that isn't going to cut it, i'm afraid.
You could always just ask these companies for their opinion on the subject. Ask if you could use a 'likeness' of their characters and think of a reason to do so, however, make it a good one.
Im trying to learn making games on gamemaker right now
I think GMS is just way too fucking confusing for me right now, i feel like im drooling at the screen like a retard when I try to learn programming. I still can't even figure out to do anything beyond moving my character left and right, and I am not even sure if I am doing it the right way for my game.
Is it better to just learn Drag and Drop in gamemaker first or learn construct 2 if you are brand new at making games and programming is just too frustrating. I want to have at least a bit of fun making games, but I seriously can't get over the programming hurdle, I feel like a loser retard and want to give up.
Hi again! I still have that image saved, and thanks once again!
I'm expecting to have quite a few revisions before it's all done and finalized, so I'm sure you'll see me around again at some point! I'm quite happy with the overall design of the guy now, but I'll have a search for more colouring tuts in the mean time!
If you're bored and send me a alien creature design I might add it to the game.
??? was originally drawn by anon, he didn't name it though :(
Ah yes, I've been following that one as it happens! I think I need more practice in messing with hues and saturations for shading purposes, as it does still seem like a bit of an alien concept.
Oh well, practice makes perfect!
I'm going to change the way I respond to you because I'm a jerk.
>By playing an outdated version
I played what you gave me.
>Aiming and sprinting is something that I concidered to be a benefit to the 'fast paced gameplay' I was aiming for.
It would, but not if there's no reason to not sprint and aim all the time.
>The AI is retarded.
It's not terrible, just needs more work.
I also forgot to mention something about ammo count, but I'd suspect that's something that you thought about already anyway.
Hehe, I remembered it was good.
Still workin' on my roguelike. Added a placeholder UI and now I'm working on a game title screen, a settings menu, and saving/loading games.
I'm having a lot of fun and I hope it's ok to post this here and on agdg.
> I'm going to change the way I respond to you because I'm a jerk
I'm okay with that.
> I played what you gave me
I posted the link but already stated that it was heavily outdated. Also because I expected people to give constructive critisism and tips based on their experience.
> It would, but not if there's no reason to not sprint and aim all the time
That isn't really up to you.
> It's not terrible, just needs more work
> I also forgot the mention something about ammo count, but I'd suspect that's something that you though about already anyway.
You're correct. And the ammo count was probably the newest addition to that version.
Guys, im bored as fuck of videogames since im too poor to afford the newer ones
I want to make a game by myself now
A 2d sidescroller shooter game with some interesting story to it
I will not talk about gameplay yet, but i need you guys to reccomend mw a good program to make sprites
I can also take suggestions in the style, but im a fine ideas guy myself
Btw im using construct 2 because i dont know how to code yet, i might learn later
> some interesting story to it
Storywriter here. Hit me up.
> I need you guys to recommend a good program to make sprites
Adobe photoshop, or maybe pyxel.
>I can also take suggestions in the style
You can always determine this when you have the story finished.
> I dont know how to code yet, i might learn later
Don't limit yourself by pushing things ahead.
Don't make it story heavy at all. Nothing breaks the flow of a Run N' Gun than having to sit there for a minute and have a story unfold. Hell I even hate starting up Contra Hard Corps due to the long intro that you cannot skip. You just mash A as fast as you can and hope to finally play the game.
I'm thinking short missions, maybe up to 5 minutes long. Basically try to navigate to the end of a level and possess the person/thing that's in control of an area to claim it as your own territory.
Learn to code.
please don't tell me you're going to save a sprite as a jpg
Looks cozy anon, how did you get the leaves shader so puffy? Even with the re-oriented normals the shadows on the underside and the little ones poking out from the middle give it a nice depth
>don't tell me you're going to save a sprite as a jpg
shit I don't know. How do you make pixel art with photoshop? that sounds weird to me. I thought you had to make it in the actual game engine.
I compose vidya songs, mostly battle themes
Here are my most recent:
Standard "giant enemy" battle theme:
Climactic endgame fight with evil CEO (not the final boss btw):
High seas pirate battle, or something:
Just use the pencil tool and draw. Once you improve, you'll start to pick up tricks to work faster, like using the selection tool to quickly draw and fill polygons.
Save it as a png. Here's a comparison between PNG and JPG that'll show you why.
Phyre engine is (was) an engine used to develop for PsP and Ps3 I believe. I can't remember if Sony developed it, but I think it was only available through partnership with them.
No, I have not used it, but I've heard it's horrible.
I'm using a meme pixel art style to make a Smash Bros-esque game
I don't have any more monsters - I'm currently putting together some pirate map pieces. I'm just making free stuff, so the idea is to keep it varied.
So I've been considering making a a game.
>sidescroller action platformer, a la Mega Man
>however, instead of 1 boss per level, every boss has a whole world with several levels, think Mario 3, or perhaps there's just one constant world with bosses every several levels, Mario World style
>You play as personification of death metal music, going and killing other genres of music to get your fanbase back
>basically Shovel Knight gameplay
What engine should I use? Never made a game before, obviously gonna make a few simpler games just to get a feel for the engine before I actually get into this one.
Never made a game before either, im still struggling with learning gamemaker programming and I haven't even made a single game yet.
Don't even THINK about making a dream game at all.
Just focus on making random shit that works until you spend a very long time getting comfortable with programming or whatever you are using.
I hope you have more luck than me, cause right now I am in suffering/depression mode when it comes to learning how to do this shit.
Wish I had some sort of friend who was also into this shit who could help me.
Your work has an anime feel to it (which is not necessarily a bad thing, but it tends to end up being generic), probably due to electric guitars and violins (I might be wrong here). And it also has a fast battle pace.
Try doing something slower, like background music for, say, a desert level, or a spooky one, and we'll see
I mean yeah it is shit, but for basic sprite manipulation it gets the job done. Once you start getting into animations and layers and stuff yeah you should definitely think of upgrading.
Got any videos?
I had a similar idea where I make a sm4sh esque game, but with the MOBA business model of releasing new characters often, and new skins even more often. Also with more game modes.
It could just be me but it sounds like your melodies aren't in time with the beat. I don't know shit about music theory though, so I probably don't know what I'm talking about.
I stopped updating it a while ago. theres a video up there ofr 2 of the characters.
shit from melee thats in:
lots more im forgetting
https://www.tumblr.com/reblog/123163806576/wsLcxAEp for a direct link to the video
I dont have any good good assets to replace the skyboy with :(
Still fast as fuck. Listen to this
This is good background music, imo. Yours takes too much attention, and doesn't really convey the atmosphere
Just put an asset on the unity store. It generated enum c# classes for you from files within a folder using their filenames, or from an SQLite database file. Takes a config file that lets you define what you want to do and where to put stuff.
Point is to let you use enums in code much easier which lets things be cleaner
I'd link it, but its not approved yet
First of all: Thanks for effort, I really appreciate that :D
So what did you have in mind with this design? It looks like a standing crocodile.
I'll try toying around with it and see if I can use it. If I end up with something, what should I name it?
> Finish drawing
> Convert to higher resolution with rough edges
No no, bad anon. You scale it up with the rest of your game in code, so you don't get nasty garbage like pic related.
Yep. I use a few different algorithms to make different types of dungeons in my game. I did the fog of war stuff by not drawing any tile that the FOV circle hasn't touched at least once. It was a huge fucking hassle but I'm happy with the results.
Hey, no problem. I'm that guy with the music from last thread. I was thinking just a standing dude with an extremely oversized mouth - 4 teeth visible, with one eye in profile. So, yeah, essentially what you said. I figured the name would be "Pibbles" or something, it just sounded good to me.
In the works. Just started a real job as a wage cuck 2 weeks ago to gather some resources so i can commission artwork. Once i have 8 characters done, and artwork for the website i'll be putting out a kick starter with a hype video.
progress is slowing down a bit though. wage cucking sucks
thank you patrick bateman
I can see, is that A* you're using or BSP, or both? Also where did you learn to do this stuff? I'm working on a 3D procedural dungeon game at the moment so I've got an interest in the stuff now.
Does it count as a furry game if only one of the playable characters is a furry?
I'm mainly using cellular automata and random-walk algorithms, then using floodfills to make sure that everything is reachable. No BSP. At least not yet. I don't have any AI yet either because I haven't implemented combat or enemies or anything. I started posting on AGDG around christmas and the people there have been really helpful in showing me how to do things and telling me how things could be better, but mainly it's just reading up on algorithms and stuff on roguebasin and then tooling around until you get something neat.
Wageslaving is the worst thing ever. I probably spent $50 on Powerballs on the incredibly-off-chance I might somehow win to escape this fucking cycle of futility.
>FUCK YOU CAPTCHA, PIZZA =/= PIE
Oh hey. You can call yourself Dr. Doomsday next time, I'll know who you are.
And you described the creature I just made actually, haha
That's really cool actually, I looked at stuff like BSP and cellular automata for my thing and they're a bit too cavey for the dungeons I had in mind so ended finding some dagger fall like generation code and hacking it around so it truncated rooms and made the levels interesting. You've pointed me in an interesting direction though so thanks for that.
Am I doing this correctly?
>Story: Lost astronaut decides to live his last days under the effects of soft drugs. He wonders the planes of a deserted planet, looking for food and soft drinks.
I worked today on my programmer art, it looks a bit shitty because this computer doesn't even do antialiasing, or run unity 5.
I'm making a cyberpunk game so I need to make gritty city assets for it.
Currently working on an RPG. Don't have any pics or builds saved to this computer though.
Honestly, I'm a bit frightened. It's low res with sorta bad art (I'm much better at pencil than pixel), a silly tone that's self aware (near the end of the game you blow up the galaxy's "Meme Database") and it has what I guess could be considered deconstruction aimed at traditional RPG mechanics.
It sounds like it's ripping off Undertale, but I started development in August of 2015. I'm not going to act like Undertale didn't have any influences, it most certainly did (specifically the switch from RPG maker to Gamemaker) but it's a sort of goofy, modernized version of the golden age of CRPGs, 1985-1990. It doesn't have any skill based mechanics like Undertale's bullet hell combat. It's "press action key to roll dice" and occasionally using items until the enemies are all dead. There's plans for some really hard mentally taxing optional puzzles that require an understanding of gas laws and calculus, but that's basically the extent of the difficulty. It's a JRPG, you don't roll for stats and there are no builds to do.
This is because I was really worried about releasing an extremely number heavy game in today's day and age because then nobody but the extremely tiny niche of people who like 1980s CRPGs would play it (so basically 20 people from RPGCodex and maybe 2 or 3 from /tg/ or /vr/). That's not to say I'm doing it entirely for the money, but if I can just make $10k in sales that's enough to support myself long enough to make another, better game.
I'm just so terrified by simplifying it, I'll have pushed away the original audience and the new audience will be ignorant enough to not see past the similarities it shares with Undertale, essentially leaving it in a vacuum of obscurity and negative opinions.
I've gotten positive responses from here on /v/ and /agdg/ before, but I just don't know anons. I just don't want to go back to washing dishes.
Go play my demo
>ironic post-meme commentary
Those textures seem a bit too glossy, but there's not much that can be told from such a small picture. Your lights are also all over the place and create weird chromatic aberration-like effects.
If you're trying to showcase texturework it's best to stick to neutral lights.
The diffuses themselves seem fine, but again, tiny picture.
How will I get my daily satisfaction then, if I can't see the people I've reported getting banned?
>SA-style detached sarcasm
The only thing I think of when I think of SA is "insecure white people trying so hard to show everyone how much they don't care about things that offend them."
It's for referencing resources and database info.
I use it for controlling what files go out to classes as well as controlling strings that I might change. Basically I give a string a name "Level1SpeechText_NPC5_dialog4" and then I give it a value. The enum has that long name, then I load the actual value into memory and put it in a dictionary by that enum.
When I want it, they just use the enum and I can change it all I want in my database and have it reflected in the game.
Better example is something like "Yes"/"No"/"Confirm" which are used all over the place.
This also makes it super easy to stick a translation in because all you do is replace the dictionary's backing values and boom, the entire game is translated.
it follows a given target, in this case the other ship
Where do you draw the line on too many usable powers? I'm trying to make a Mega-Man-X-like game with a wide range of usable weapons with melee/range/utility buttons and interchangable elements (close to what MMZ had going on), but having every boss supply a ranged and a melee attack and maybe a utility instead of one or the other, on top of an element might be confusing.
Cool mechanic. It was pretty easy to get acquainted with it once I realised there are three jumps and two dashes that can be combined.
I think I've seen the whole level, there isn't an exit, right?
You mean a boss dropping three power-ups at once? Or a single power up that can be used from a range, does a different melee attack when you hit a distance threshold, and there are elements in the levels in which react to that attack?
>pixellated low res indie game
>no option for a CRT shader
Got a new debuff working. Hardest part was getting it to keep the strongest remaining effect active when one of them wears out.
My initial impression is that a scriptable object will have way too much overhead for most things
I'll keep looking, but this looks like just a regular object with values on it
I know at least one of you has to be making an H game
As in, you beat the ice boss, you get the sword weapon they used for your melee slot, a three-way frontal projectile for the ranged slot, and an ice element. When you got to the boss that was weak to ice, you could change the element of your basic gun to ice if you prefer that weapon instead, and swap in a whip for melee if the sword wasn't to your liking.
a ScriptableObject that is serialized in an asset is basically just a YAML file. it's pretty straightforward and lightweight. all unity project settings are ScriptableObject assets actually. it's a hundred times easier to handle and causes less overhead than fucking 50 years old SQL
ScripatbleObjects only benefit is serialization
They do nothing besides that, and it's easier to build your own simple system for dealing with things then trying to force Unity's convoluted bullshit into your project
imma start worked based off this tutorial most likely:
bases off the way the platformer looks/controls, what other games are similar to it (e.g. which ones can i rip off :^)), or what kind of game could you imagine it be like (potential mechanics, game flow, etc.)
for me, it looks like it has that slightly float-y feel, so i might make something that's based off doing moves in mid air, like air-dashes etc. instead of your typical "pixel"/retro plat former. also feel like it would work hand in hand with a sword or some shit.
also im tired as fuck and cant come up with any ideas for a story/theme. i use robots as a crutch way too much in my past games 'cause it's too ez to use. if anyone can think of any other possible ideas (need story peeps here) then I'll gladly take any ideas, or a way to make muh robots more interesting.
Sounds a little interesting, but it strays away from the simple pick a shot type and roll with it, but now it is pick a shot type and an element. The problem with this could be that in Megaman you got certain weapons due to how effective they were on bosses due to how bosses behaved and how the weapon worked. You got powers that just shot straight into the air but were very effective against the boss not only in damage but they grooved with the bosses movement pattern as well.
With such a mechanic of switching out weapons and their elements that go with that weapon you will have the player possibly needing to go to two levels to make the ideal shot type to defeat a certain boss. You would have beaten 1/4th of the selectable levels by the time you can have a truly effective weapon against a boss.
In the original Megaman games it was instant. You beat one level, you had one power that you could now effectively use on one of the other bosses, you just had to figure out what the best route would be.
That is my opinion on it. I like that the powers that the boss drops is more than just a single skill but can have two skills attached to it.
When I first read it I thought you meant each weapon would have a separate melee, range, and utility function.
But yeah, that would be cool, though I could see it getting a little overwhelming. Vile Mode in Maverick Hunter had a similar 'three weapon per boss' thing, but you had to choose a setup at the mission start and stick with it.
If you're looking for ways to streamline it, I have a couple ideas for you. There's the multi-function weapon thing, or you could have each element as an item (like ice shard, hot ember, tesla coil, etc,) that give you a different weapon/effect based on what slot it's equipped in. And from there you could either let items be equipped to multiple slots (like ice shard as melee and element, with ember as ranged and utility) or restricted to one slot each so the player has to weigh their options.
Rough art, but I need to get back to my own game. Here's a fat thing with a tongue.
Loving your progress btw! Keep it up :D
Or instead I could do what I want, what I'm good at, and not listen to people pretending to know jack shit about the business and the way it works?
Here's one for you, you're good at something, people want it, you sell it
Sure, if you decide to load from it
The script generates files from it. Not at run time, that's retarded.
The way I do it is generate plaintext and just load that into memory since I also let the user override some things with a plaintext file if they'd like to, so the functionality is already there
It takes all of 15 milliseconds to do. So much downtime, so many frames lost, and a whole 1 MB of ram taken up. Game is basically dead in the water because of it.
I remember you posted your bestiary and it gave me a stupid idea
Actually.. that was the idea of the creatures.
But I gotta say I fucking love your design!
Oh man, I remember seeing you post the first versions of that sprite with animations months ago. You posted your email address as I had a few things I wanted to ask you, but I lost it and then the archive died. Could you post your email again?
Pixels that can move diagonally. Pic related. I think they're fine and like 100% of everything looks worse without them, but that's just my opinion; if you can avoid rotating things altogether though, that's even better, as you can maintain the illusion that pixelshit games make without making sprites that look like jumbled garbage.
Mixels though, as it pixels overlaying each other creating weird non-pixely shapes, mixels are actually shit and can be easily avoided, and should.
Legit dev here, Unity is shit compared to UE4. Shit's cash.
If anyone feels like humoring my shill, here's proof. Recently brought this game from Unity to UE4, shit's much better
I found you when you posted about perpetua and have been listening ever since. Your work is godly, simply put. Even tried making a boss design based off of K.I.N.G. I'd love to work with you if I ever get around to designing a game!
agdg is a shit hole where if you actually get to the point where you have a releasable game that has the potential to succeed, everyone there will backstab you out of jealousy and envy.
Well-drawn if you can manage it but the thing is, well-drawn usually doesn't look good; see Scribblenauts.
I think it's a shame that more games don't go for just detailed sprites, like pic related(Street Fighter Alpha 3).